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samstarman5

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Posts posted by samstarman5

  1. I rather miss SpootyMan myself. I managed to catch him one night on KSPTV doing the last stream of the night, and one of the other streamers stayed up to commentate with him, and he decided to do a trip to Jool. Threw a rocket together helter skelter, got it into orbit, and then went to the map. He then Babe Ruthed the trajectory to rendezvous with Jool.  Just swing his finger around the orbits and pointed right at the spot where it would be.  The guy knew his rockets, though it might have been Yoda giving him a hand.

  2. Watching the KSP 2 trailer again for the umpteenth time, during the scene when the kerbals are revealed and we see the two on a new planet in a new system, I got to wondering if they might have been a couple on honeymoon or such.

    And it got me wondering if any players out there have kept certain kerbals together for missions like they were married, partners in science, or best friends forever.  It honestly gets me the idea to start doing so.  Of course, I've tried to keep the Big 4 together one way or the other, but there are more kerbals than them. Say you were to somehow get a Noble and Galfrey Kerman in your roster. It'd be hard to not have those two together, exploring the stars and getting into trouble as kerbals do.

    I'd like to hear thoughts and ideas on such.

  3. On 8/26/2018 at 5:28 PM, cubinator said:

    "Plant a flag on the Mun!"

    "Plant a flag on the Mun!"

    "Plant a flag on the Mun!"

    *nothing remotely related to any body I didn't literally just get back from exploring on my own because the contract system has no inclination to believe I'd ever want to explore further than where I've already been.*

     

    I've read of players before setting up a little Mun base solely for the purpose of planting a flag on the Mun when the KSC decided it needed another flag on the Mun.  After the 10th flag-planting, I'd want to do a fly-by to see how it looked from above...as well as see how it affected framerate.  See? KSP testing even infects real life!

    I don't mind most of the silly ones myself, as you never know when it might actually be a legit test. You should honestly see what the Underwriter's Laboratories (The UL you see on electronics and the like) do to a product to put it through its paces to certify it, and I wouldn't be surprised if they ask for data from the ISS on what something that was brought up there experienced.

    On 9/22/2018 at 6:37 PM, FinalFan said:

    "We've detected some ore inside a black hole's event horizon"

    Truly, kerbal science is incomprehensibly advanced! 

    ... I wonder if the ludicrously long duration is because it's taking time dilation into account? 

    Even that's very generous when you take Cooper's time away into account.  I think the ore might turn out to be bookshelves.

  4. Danny's still around. He just released a video not long ago and he hinted at more to come.

    On 7/14/2018 at 7:08 AM, MDZhB said:

    "Marwell Kerman was lost while honorably testing a brand new jet airplane design."

    "Virfal Kerman bravely sacrificed the last of their fuel to be the first to explore a new world."

    "Haisy Kerman has been assigned to Alice Base on the Mun, and will be making a short stay of 77 years."

    Of course, I don't play on career so I don't have to worry about rep or funds. Maybe save-file editing would be the way to go. After all, firing people does involve editing documents, I'm sure.

    As one experienced with career, reputation isn't affected by Kerbals that are permanently posted off-planet. Only when they are MIA or KIA does the meter get adjusted. And the nice thing about permanent postings is you can use your cheaper models of craft to get them there.  And as Danny2462 showed us when reputation was first implemented, you have to try REAL HARD to get a negative rep balance. I mean, if you wanted to go for the SpaceX Spacebus to haul 2000 kerbals to Duna, then you'd be taking a bit of a risk.

  5. On 3/15/2018 at 7:54 AM, Bill Phil said:

    It'd be great, but it's a mobile launch pad of the type used in the Mission Builder, meaning that it's going to be minimal.

    Minimal is fine. But there is room for more detail, and the game already has the resources to add to it. A couple of trucks and the bomb shelter would be a huge step that would likely make the site look more of interest.

  6. 20 hours ago, John FX said:

    Ah, maybe they delved too greedily and too deep, and ended up with ore that was too heavy. Jeb's bane.

    Silly. Jeb's Bane is sitting in the cockpit on the launchpad doing absolutely nothing and being told to do absolutely nothing.

  7. From when maneuver nodes were first introduced, I've seen plenty of instances where a vehicle on an escape trajectory would show an orbit like this when it was viewed from another vehicle.  It never bothered me as it seemed to merely show "this is what would be if the vehicle was not on an escape trajectory."  In fact it was rather fascinating to see such things. Nothing was changed about the vehicle's trajectory and it progressed as I saw it would when I last left it.  It was just an odd anomaly in the maneuver node as seen by a third party.

    If it happens as you saw it in the image again, from the own vehicle's perspective, it might be worth doing a test run with mods off as a bit of troubleshooting, and if things do perform differently then, check to make sure your mods are up to date. (Make backups of your saves so you can go back to your original save with nothing lost if everything goes ok)

  8. If you are a stock purist(like me), but also want to juggle multiple missions, there is something to keep in mind:

    NASA currently has a plethora of missions on their plate. Whether they are in the planning stage, construction, prelaunch, launch, in progress, or somewhere in between all of that, those missions are being overseen by designated teams, some which number in the dozens and even are partnered up with other space agencies like the ESA, RSA, or private firms like SpaceX, among others private, military, and public.  Not to forget a lot of those teams' members are sitting in on other teams, as well.

    That's a lot of eyes keeping an eye on how things go and to look out for the small stuff(like a little bubble on the limb of Io photographed by Voyager 1 and realized by Linda Morabito to be a volcano, the first extra-terrestrial active volcano discovered)

    In KSP you have just you to oversee every mission you are assembling, launching, and having in progress.  It would actually be downright insane to have anything beyond three missions without a little help.  Going through a landing operation while you have two modules near rendezvous for docking procedures puts either of those or both at risk of failure.  Especially if you are in career and have an expiration date looming for one of the missions.

    So a mod like KAC which would be there to aid you, to even better schedule your missions so certain windows don't happen at the same time, would be wise to have.

    Me? Being more hands-on, I am fine keeping it more simple.  I am just saying you shouldn't feel bad for bringing a calculator to the test.

  9. The devs are probably debating on whether to just outright have it on the console menu, or require a code to open it.  Like maybe something emulating a certain Konami code.

    Either case, @Bberg1970, you got your answer. As soon as what I more prefer to call the developer menu(as opposed to the icky sounding cheat menu) becomes available for the console version, you will have your unlimited fuel.

  10. The real trick here is not only landing the boosters, but to take it even further. Refueling them after landing and then using them again for another launch and not just salvaging.  That is, of course, if you really want to emulate the full Falcon experience.  Whether you do liftoff horizontal or vertical is up to you, but it should certainly feel more legit if the second launch was the same attitude as the first launch.

  11. Tourists only get discouraged if your reputation is mud. If you are one point in the positive, to them you are the safest way to space to be found.  Just let them try to find the competition! *laughs solitarily*

    @StrandedonEarth brings up a good point. You do not have to take on every contract.  Survey contracts are ideal if you are an avid aeronaut. But for me who prefers to fly ballistic, I got other things to do.  Tourist contracts are actually great because there are a lot of times there is another contract you can fulfill while taking them along.  And there is a lot of leeway in their itinerary. Plenty of players have used tourists who just wanted to hit orbit around Kerbin to add bodies to a station or Mun base.  Just remember you don't get paid until they are returned alive.  I was going to say safely but who does that?

  12. It does depend how close Kerbin is to that world. I have seen images showing what might be Jool in KSC's sky.  It might be worth using timewarp to put Kerbin and Jool and other worlds in close proximity to see for yourself.  Of course, that mostly only works for those outside Kerbin's orbit. Eve might be possible at its most gibbous before it falls behind the sun.

  13. On 3/6/2017 at 10:46 AM, Drethon said:

    With two moons, it would be interesting to see the Mun eclipsing Minmus as seen from Kerbin.

    Now that is a rare occurrence, and would actually be fun to see.  Guess it may be time to warm up the Time Warp Machine and set that up, watch it from KSC.

  14. 4 hours ago, Damien_The_Unbeliever said:

    I'd be more interested in a Night-time Eclipse. I mean, what would that even mean?

    I hope you mean a Lunar Eclipse.  Unfortunately, the way the lighting works in the game currently, the moon does not get darkened in Kerbin's shadow from the view of Kerbin due to light rendering distances.  Rendering shadows out that far from the POV of Kerbin would be very taxing on the system, if not outright game crashing.  Pretty sure there is a way to compensate for that, as there are mods that do work shadows on other bodies, but the ones I have seen look very fake.  I'd as soon not bother with that.

  15. 22 hours ago, Blasty McBlastblast said:

    Also forward effects! :D

    It's interesting to try to think about how the liquid in a partially filled tank might be directed to a pump suction port while in micro gravity, without using ullage motors or otherwise changing course. Perhaps the craft could spin the fuel to the outer edge of the tank, or maybe some cleverly shaped channels and baffles could use surface tension to draw the liquid to where it's needed. I wonder how (or if) it's done in real life?

    It is a tricky process indeed.  The crew of Apollo 13 had to retain their bodily waste for fear ejecting it would send the wounded craft too far off course.

  16. 8 hours ago, SpacedInvader said:

    Funnily enough, I learned something new about Io in that old Voyager video, namely that it is stripped of particles and leaves a charged field encompassing its orbit. With that out of the way, something in there really reminded me that I'm missing an important mod that might help some with improving flight shape - Infernal Robitics. I'll have to see if I can get it up and running.

    All the moons are like rubber balloons that you rubbed in your hair, only in decreasing amounts the further from Jupiter you get.

  17. I always like to include a habitat module or capsule of some kind with my satellites. If they are going to stay around a certain place, then they can also double as an emergency shelter for errant kerbals.  Interplanetary probes, not so much.  Those I actually prefer to keep as small and light as possible, depending on what the mission is.  Further out from the Sun, then there will be more of a power requirement, of course.

    On 2/3/2017 at 1:36 PM, SpacedInvader said:

    (after all, who cares what they look like after launch when they probably won't be seen by another living creature for a billion years, if ever), but it didn't occur to me to try imposing the same rules on myself when building in KSP. I feel like I'll still be running into significant balancing issues though, thanks to the inherently course way in which trimming of the vehicle happens in KSP. 

    Who cares what they look like?  Only everyone who is even remotely interested in space travel.

    220px-seek=3-1958-02-03_First_US_SatelliCourtesy Wikipedia https://en.wikipedia.org/wiki/Explorer_1

    This was the kind of thing kids stayed up for or snuck into theaters to see, and that was just a skinny cylinder with loose antennae.

    Then there were the Voyagers.

    I lived to watch videos about Voyager 1 and 2 as a kid, especially those that recreated the probes as they passed each planet, even showing it shift on its axis to bring each instrument to bear.  The Voyager probes are weird, asymmetrical, and awkward, but so beautiful.  And still working today, 40 years later, practically in interstellar space now.

     

    Maybe they were built with efficiency and specific functionality in mind, making sure each part and instrument performed at the top of its potential, but there was still an engineer's love put into how they ultimately came to be.

    Hell, there was an entire climax to a movie culminating with this very reveal:

    Still gives me goosebumps.

     

    So you ask, who cares?  Everyone.

    Make your probe how you wish.  Take pride in what you produce. Doing any less in a game about constructing air and space vehicles is a disservice.

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