Yellowburn10

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About Yellowburn10

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  1. Yellowburn10

    Thud LOVE!!!

    Like how other people have said, I personally like using the thud in career, when I need a more powerful rocket, but don't have the proper tech. It's a great supplement to the skipper in the lower atmosphere.
  2. Yellowburn10

    Highest point in the Kerbolar system

    Actually, the highest point (above sea level) on any celestial body is on Bop, at over 21,000m. Eve's highest is about 7500m.
  3. Yellowburn10

    Mod idea: Rival Space Program

    Multiplayer is certainly exciting, for sure. But this is different than that. This is an in-game, kinda AI-like space agency that is in direct competition to you and your career. It's not really meant to feel like a real person, per say, but rather an entity that's purely there to one-up you.
  4. Yellowburn10

    The v1.2 Hype Train Thread - Prerelease is Out

    It's Tuesday. 2 weeks after the pre-release launch. Hype train, when do you think 1.2 will be officially released? Thought so.
  5. Yellowburn10

    Mod idea: Rival Space Program

    So, I've had this idea for a while, and I'm pretty sure I'm not the first one to think about this, but I think I figured out how to make a Rival Space Program. Now, I'm no modder, so I couldn't really put any of this together myself, but my idea is that, to simulate a different space program launching things into space, you could use the code the game uses to generate asteroids and stranded kerbal pods, to generate "ships" made by the Rival space program (RSP for short). The ships would generate in various locations depending on how far it's space program has developed. Ex: a low level RSP would only have ships and sattelites in LKO, possibly ships landed on kerbins moons. A high level RSP could have ships, bases, etc. all over the solar system. The type of craft it spawns also needs to be determined by the current tech and funds it has, if that's somehow possible. How fast they advance would also scale with difficulty. With the RSP, your main goal would be to beat them in the kerbal space race, obviously. Your space program's rep would go up or down depending on if you do certain things before or after the RSP. There could also be certain contracts, like "Land on the Mun before the RSP" that would show up and give you more funds if you do it successfully. You could even go as far as, say, "Launch a spy satellite to see what the RSP is doing next." Basically, the contract system would be geared more towards objectives that beat out the RSP. That's the basic idea I have for it, anyways. I don't know how much work would be needed to make something like this work, but it certainly would be cool.
  6. Yellowburn10

    The v1.2 Hype Train Thread - Prerelease is Out

    Stayputnik doesn't have any SAS control. It's meant to be an early career probe. It's the only one without it, though.
  7. Yellowburn10

    The v1.2 Hype Train Thread - Prerelease is Out

    I was making a new save in the latest build and noticed this in the options: Kerbals can experience G-force now. Was this discussed yet?
  8. Yellowburn10

    The v1.2 Hype Train Thread - Prerelease is Out

    True, true. I just see it as a potential issue for people who play career with a penalty for declining contracts. But I guess they could just let them expire was well...
  9. Yellowburn10

    The v1.2 Hype Train Thread - Prerelease is Out

    Hey, I just had a thought. If we have satellites and probes out for communications and such, would there be something stopping the contract system from asking you to move them? So far I don't think this has been brought up much.
  10. Yellowburn10

    The v1.2 Hype Train Thread - Prerelease is Out

    Did I hear right? There's now a stock version of Hyperedit?? Loving EVERYTHING about 1.2 right now! It almost makes up for the new rocket designs not making it in. Almost. But still loving it!
  11. Yellowburn10

    Have Parachutes Changed?

    Looks like since you're landing a whole aircraft with parachutes, the plane's aerodynamics will also factor in how fast you descend. Try to use the cabin's tourque to set it level, that should slow it down more. If that's too hard to do, try turning the nose down and pitching up. Doing that will turn some vertical velocity into horizontal velocity.
  12. If squad were going to make an official statement on this, it may take a little bit of time, saying that most of the team is on vacation at the moment.
  13. I'm kinda surprised this thread isn't at active as I thought it would be. KSP communities elsewhere, on the other hand...
  14. Yellowburn10

    XWG Fast SSTO

    Ok, that's cool. I do love the movie myself. Take a look at my last post. Think about it for a second. I'll wait.
  15. Yellowburn10

    XWG Fast SSTO

    You're really forcing these star wars puns, aren't you?