Slam_Jones

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About Slam_Jones

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    Senior Rocket Scientist

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  1. 1500 hours on Steam, with at least another 200+ playing the 64-bit version before it became the default.
  2. A few random (modded) stations I've built over the past few months:
  3. No screenshots since I forgot to plan ahead, but I've been working on several KoS scripts. The first one was a simple launch script, which I'm happy to say is working after many hours of tinkering. My second script was a bit more complicated, as it involved taking the ship from Kerbin Orbit to Munar orbit. With a bit of reading, I finally figured out how to create a manuever node, and "push" it around my orbit until I get an encounter, then refining the encounter periapsis, warping to periapsis, and lowering apoapsis to make an orbit. This one took me much longer to get correct! (As an aside, I can't seem to remove the manuever node :S ) I finished up a script yesterday for Munar landing, which is functional but far from efficient. But! It's a soft landing with no parts damaged, so it's good enough for now! It was a very prideful moment seeing my little Test Rocket landing softly and safely on the Munar surface (especially after watching it crash into the surface 6+ times before that!) The last script I did was a simple one to get from Munar surface back to a Low Munar Orbit. This one was very simple, and only took about 20 minutes to write and test. My ultimate goal is to also have scripts for returning from the Mun (a version with aerobraking passes, and a direct version), as well as scripts for Rendezvous and Docking. I figure those last two will be very tricky... but should be very worthwhile!
  4. KSP was one of the few games that I didn't realize I needed until I saw it on Steam for the first time. I had no idea that space exploration and spaceship building would be something I could put so much time into. At this point, it's one of my most played games ever, with over 1500+ hours put into it.
  5. That's quite a challenge! But I highly suggest OP read the Challenge Submission Guide. There is one quote in particular that I think should be mentioned: I'm very interested in seeing OPs attempt
  6. Best? No one mode is objectively the best. They all have their merits. If you asked which one I enjoy the most, then I would answer Career.
  7. With the right mods, even LEO can be quite pretty. (RSS, Scatterer, and one of the visual mods)
  8. He's right, you know. QA isn't about playing the fun parts of the game... it's about working through the broken and frustrating parts of the game. It's about going through massive lists of variables, and checking each one to make sure the intended result is achieved. It's about poking each and every part, each piece of terrain, basically everything, in order to ensure that the product works as intended, and to ensure no bugs slip through the cracks. Chances are, you won't have fun doing QA... but the satisfaction of working with a team to fine-tune and polish a product (especially a product you enjoy) is well worth the time. Source: I'm a former QA tested for a different video game company. As a reference, it was a video game that I truly loved and had enjoyed for years. After working QA for that game, I simply don't enjoy the game anymore... haven't been able to play it for more than 5 minutes at a time since. I guess it is in part from working with the broken bits for 8 hours a day, and also from seeing the engine underneath the game... those two combined can really take the magic out of a game. So, make sure you've gotten all the joy you have out of the game, because QA is likely to take the rest and bury it (YMMV).
  9. Wow, that thing screamed off the launch pad! What was the initial TWR, if you happen to know?
  10. And I thought Clarkson was actually clever for once with that invention... until it backfired spectacularly, of course
  11. Yeah I figured it would be something like that. Thanks for the response!
  12. I'll see if I can gather the Auto-Rover script I was working on. It's not totally complete (could use a few more features) but it is functional and can be expanded upon. That is, unless someone already has a script for that
  13. Hey OP, (@Hans Kerman) were you able to get a copy of the game? Depending on your region, I may be able to help out a bit...
  14. And make sure it all weighs less than 20 lbs so it can all be supported by the thrusters from the first video. Or get approximately 10x the thrust out of 'em somehow! Although, technically, you are right, it appears to be physically possible. It just can't (yet...?) actually fly with the weight an average human... but we might get there eventually.