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Everything posted by Phil deCube
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I hear you. I would have quit KSP ages ago if not for the Mechjeb mod. It is an autopilot, which will take over all of the tedious tasks for you, including launches. Many people claim that it is cheating. I disagree with them. If they want to do it the hard way, fine. No one is stopping them. If it was good enough for Neil Armstrong to use a computer to get to the moon, it's good enough for me too. Also, what mode are you playing? Sandbox? That can be pretty boring. There are no goals. I'd recommend Career mode. It challenges you to do better and more technical things. I did a tutorial for absolute beginners, which guides you through the early stages of career mode, if you find you get a bit stuck. It is located here.
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Why should i use spaceplanes?
Phil deCube replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
I don't. I haven't since about version 0.24. I don't see the point either. In fact, I don't even update the SPH or the runway until I have completed the tech tree and amassed a few million Kerbal Bucks. Some people say they are good for re-usability. I just install the Stage Recovery mod, which gives you Bucks back for stages with enough parachutes on them to land safely (it will also land them under propulsion, if you give the stage a probe core). In my opinion, which is worth as much as you paid for it, far too much effort is spent on spaceplane development, compared to "proper" spacecraft. Let the howling commence... -
What is this mystery button?
Phil deCube replied to tf58's topic in KSP1 Gameplay Questions and Tutorials
If you decide to try Career Mode and find you are getting stuck, I have created a tutorial for beginners here. -
I want to learn this game.
Phil deCube replied to nh33nh's topic in KSP1 Gameplay Questions and Tutorials
KSP Career Mode for Absolute Beginners. -
KSP Career Mode for Absolute Beginners - Part 3 - The End
Phil deCube replied to Phil deCube's topic in KSP1 Tutorials
Well, it *was* a secret. Thanks mate. -
How to land in tutorial "To the Mun, Part 2"?
Phil deCube replied to Mumman's topic in KSP1 Gameplay Questions and Tutorials
It sounds to me like you are either too heavy for the parachute (you could decouple some stuff and drop it), or someone put a bug up on reddit the other day. It was a short video, chute deployed, but didn't slow the craft a jot. Someone said it was due to one of the mods the guy had. I didn't pay that much attention. Might have been Real Chutes? -
[1.1]Hullcam VDS - mod adopted by linuxgamer
Phil deCube replied to Albert VDS's topic in KSP1 Mod Releases
Love the update Albert VDS. I'm just wondering though, am I meant to have cross hairs on all cameras? I can see that the docking ports should have them, but all of mine do. Like this: -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Phil deCube replied to Nils277's topic in KSP1 Mod Development
Thanks, this was extremely helpful. I have posted a link to your imgur album on the Kerbal Space Program subreddit. You should put a link to this in the Tutorials forum. -
KSP Career Mode for Absolute Beginners - Part 2
Phil deCube replied to Phil deCube's topic in KSP1 Tutorials
Glad to be of assistance. -
KSP Career Mode for Absolute Beginners - Part 1
Phil deCube replied to Phil deCube's topic in KSP1 Tutorials
Thanks. That was the aim. -
You might get a better answer in this forum http://forum.kerbalspaceprogram.com/forums/77-Support-%28modded-installs%29
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The Smart Parts mod includes parts which will trigger parachutes (or anything else) at a given altitude. That said... I use the Stage Recovery mod and just set the parachutes to semi-deploy when the decouplers fire on a stage, after having raised the opening pressure in the VAB. Right click on a parachute and change the opening pressure from 0.04 (I think is the deafult) to 0.25. Then when you stage, the decoupler goes and the parachute pre-deploys, opening when it is lower down in the atmosphere.
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Then you want to land on one of the yellow bits. I think I am remembering correctly when I say that the ScanSat mod lets you place a target on that map, which then appears on your normal map and in the flight display as a normal target marker. If so, that should help guide you in.
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Is mining ore worth it?
Phil deCube replied to jdsutton's topic in KSP1 Gameplay Questions and Tutorials
The next step from the mining base I posted a picture of before is this fuel station (with a fuel ferry from Minmus docked with it), 200 km above Minmus, where nuclear powered vessels refuel before heading off to other planets. -
Share craft for Retrieving units from orbit
Phil deCube replied to Lohan2008's topic in KSP1 Gameplay Questions and Tutorials
This is the complete rocket I use to recover stuff from LKO. -
We have one day to try to save my astronauts!
Phil deCube replied to Hegemon's topic in KSP1 Gameplay Questions and Tutorials
There's a new mod. EVA Enhancements. You can set the jet pack thrust, and steer Kerbals, and... stuff. -
Share craft for Retrieving units from orbit
Phil deCube replied to Lohan2008's topic in KSP1 Gameplay Questions and Tutorials
Not a whole craft, but the tube with the Claw and the parachutes attached is retrieving the shuttle type capsule from LKO in this picture: Just build a rocket to get the tube into space. http://i.imgur.com/ywJ3sPW.jpg -
Have a look at this tutorial.
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Is mining ore worth it?
Phil deCube replied to jdsutton's topic in KSP1 Gameplay Questions and Tutorials
I think it's worth it. This is one iteration of my Minmus Mining Base. -
[1.0.4] EVA Enhancements - pitch/roll/navball and more!
Phil deCube replied to seanmcdougall's topic in KSP1 Mod Releases
Excellent! Love it. Thanks so much.