Slam_Jones

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About Slam_Jones

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    Senior Rocket Scientist

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  1. Slam_Jones

    please delete

    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
  2. Slam_Jones

    What mode do you think is the best?

    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.
  3. Slam_Jones

    what place is the most beautiful to you?

    With the right mods, even LEO can be quite pretty. (RSS, Scatterer, and one of the visual mods)
  4. Slam_Jones

    Working for SQUAD? :-)

    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).
  5. Slam_Jones

    Green Onion - my first high power rocket

    Wow, that thing screamed off the launch pad! What was the initial TWR, if you happen to know?
  6. Slam_Jones

    For Questions That Don't Merit Their Own Thread

    And I thought Clarkson was actually clever for once with that invention... until it backfired spectacularly, of course
  7. Slam_Jones

    For Questions That Don't Merit Their Own Thread

    Yeah I figured it would be something like that. Thanks for the response!
  8. Slam_Jones

    For Questions That Don't Merit Their Own Thread

    Edit: Never mind, found the answer I was looking for!
  9. Slam_Jones

    Kos script Project

    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
  10. Slam_Jones

    Why does KSP need to be extremely expensive

    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...
  11. Slam_Jones

    Is an Iron-Man suit physically possible?

    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.
  12. Soooo what's up with rocket guy these days? Launch still postponed? Last update looks to be from over a week ago. Very curious to see how this all plays out... I just hope the guy survives and maybe even learns something from this! This is the most recent article I've seen (though admittedly I havne't looked too hard):
  13. Usually I start with a little extra funds, science, and rep, so my first launch is my first orbit. Usually a 1-man capsule with a few science experiments stuck on. After that, I usually proceed to relays, or, science allowing, research stations.
  14. Slam_Jones

    Kerbin Infrastructure and Improvements

    Woah there friend, I don't think he was trying to insult you or hate on your idea. He's just pointing out that KSC is already in a prime location. No need to be defensive around here, we don't bite I like the idea of being able to build another Space Center, but in the end, it takes up too many resources to really be a part of the stock game. However, if you don't object to mods, the Kerbal Konstructs mod allows you to build your own space centers out of a long list of "parts." You can even download Kerbinside or a few other mods, which were made with Kerbal Konstructs, and add many other space centers of various sizes and varieties. I've even built a racetrack at KSC (so I could test racing rovers) using these tools. The sky (or rather, your PCs processing power) is the only limit! Ultimately, IMO, they want to keep the stock game as easy to play as possible, because many people play on older PCs with limited capabilities. Adding several more space centers will slow the game down, and for some it would slow it to unplayable levels.
  15. Wow, this thread has gotten a bit heated... I agree with OP and think it would be nice to be able to delete maneuver nodes after you have passed them, assuming limited control. This is not for realism or anything like that, but rather because KSP is, first and foremost, a video game that is designed to be fun. And, IMO, having a maneuver node from three KSP years ago still showing up on your navball doesn't sound like fun. Personally, I think the best bet is to add it in as an option in the difficulty menu, defining just how 'limited' it is in your particular game.