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CDRW

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Everything posted by CDRW

  1. Absolutely not. You can't just pick up and play KSP like you can Minecraft. The barrier to entry is huge.
  2. I like tvtropes's way of doing it. They have a setting where when someone is making a mod post it turns the background of that one post pink.
  3. Holy hell! Now I must do the same... as soon as I unlock more parts. I want to put an entire munbase up in one launch and you've inspired me to think bigger.
  4. If you don't want realistic aerodynamics, then why are you even looking at FAR? That's what NEAR is for.
  5. You don't get good guy points for sarcastic declarations of how not sarcastic you're being. Awesome, thanks!
  6. I've got a stupid question that I think I already know the answer to, but I want to make sure. The voxelation is going to work on fairings, right?
  7. If I understand how it works correctly, then your stuff should be shielded.
  8. All I know is that my rockets are acting weird without FAR. They're much harder to control.
  9. Nobody in the history of mankind has ever started a game on Easy, especially not when there's a Normal. Not even in Touhou.
  10. I've been wondering, are aerodynamics affected at all by the scale differences between KSP planets and real planets?
  11. If it is, this is the first I've heard of it. The latest version is the one that supports 0.9
  12. I did the whole thing in one launch and assembled it in orbit. ...never again. That rover has orbital capability and cost about half as much as the rest of the base together. I barely broke even on this mission, but it should save money in the long run if I get much more of those "take temperature scan at x site" contracts.
  13. I use A/D to orbit, except for when using a vertical launch spaceplane (got one to work, I'm so proud!). I suppose I'm a suicide burner? I'm not entirely clear on what a suicide burn really is, but here's what I do. I keep my tail on the retrograde marker and burn at full throttle and try to get it so that my horizontal and vertical speed fall to zero as close to the surface as possible. I usually end up killing my horizontal speed well before the vertical though, and then make a powered descent straight down. Why the hell would anybody use docking mode? It just means you have to switch back and forth to make adjustments, and the translation keys are perfectly intuitive in normal mode anyway.
  14. I run a couple mods. Engineer Redux, Alarm Clock, Hyperedit (for testing purposes only) and FAR are my big ones with no glitches whatsoever except for a few wrong delta-v numbers with Engineer. I recently added a welding mod so that I can keep my partcount down while I make my endurance scout ship (over 70,000 delta-v whoop!) which has the occasional hiccup, Planetshine to make things look a bit cooler, and waypoint manager because how the hell are you supposed to navigate to those things otherwise? All in all, the only glitches I seem to experience are contained to the mods themselves and are quite rare.
  15. Thanks guys! You answered my question perfectly. Now I've just got to figure out how to make a good looking Mun base. My stuff all ends up looking really generic and I want to avoid that, but I also want a design that makes sense.
  16. I'm going for a Mun base contract in career modeand it has a number of requirements: 5 kerbals, a docking port, antenna, power, and research lab. I want to go a bit overboard with this and make a REAL base though, which means I need to assemble it in orbit and on the ground. My question is, what counts as meeting the conditions? Do I have to put all the required items on the main module, or will it complete the contract if I, for example, attach my antenna array to a science pod with a docking port and attach the science pod to the main module with another docking port? Also, an engineering question. Just how sturdy are docking ports? Can I connect a bunch of pods in orbit and then land the whole thing on a central rocket?
  17. I made another stab at the ship. This time it's both smaller and has more delta-v, just over 70k, or enough to escape Kerbol's sphere of influence from an altitude of 100,000 meters twice over. It also has enough thrust to land on anything Minmus-sized or smaller in every stage except the first. I probably could have squeezed another thousand or two out of it if I felt like getting rid of those antennas and using smaller solar panels. Ignore the lander can, that's just there so I can use hyperedit to test my ship.
  18. In anticipation of 1.0, I've embarked on a new project. The goal is simple, Kerbal+command seat+enough delta-v to go anywhere I want and land on at least Minmus-sized bodies, and do it in the smallest and prettiest possible package. My first design wasn't good enough. My second design was awesomely small and had oodles of delta-v, but it turns out Engineer was lying to me and said I had six times more than was actually there. Turns out it doesn't like combining ion engines and rcs engines. My third attempt has proven satisfactory so far. I like the way it looks and it's got about 55,000 delta-v. I don't actually have any idea how far that can get meâ€â€my otherworld experience is limited to Duna and multiple failed attempts at Eveâ€â€but it sure sounds like a lot. I want to make it smaller though!
  19. Hey, when it says don't weld solar panels, is that just the animated ones, or the static ones too?
  20. But if we blow it up, what happens to all the sapient Helium II-based lifeforms? Where they gonna live, huh? Are you prepared to deal with the flood of refugees? I thought not. We should lobby to have Pluto designated as an important and historical nature preserve.
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