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LordCurlyton

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About LordCurlyton

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    Rocketry Enthusiast
  1. Would hiding behind a sufficiently large asteroid work?
  2. I always assumed that they lived underground. Based on the sheer number of people needing rescuing from space, I figured they had to retreat to underground bunkers to survive all the falling rocket parts. It's got to be like a continuous orbital bombardment. Especially when a Kerbal decides to retrofire an engine to get that "sweet shot" of some major city without realizing they are reentering the atmosphere..
  3. Well technically SSTO is Single Stage To Orbit, so rockets are definitely an option. I'm sure someone better than me has done it with ease. Though as being shown, rockets are really the way to go, even if you lay it flat on wheels.
  4. I always took Eeloo to be Pluto, minus the Charon and all the other fun stuff we just found out about it. If I had to guess, I'd have said it would make some reference to the Red Dwarf books/TV wherein Earth became a garbage world and was "farted" into deep space due to a mishap and a titanic methane explosion. Obviously, its not exact, and I'm sure there's other SF analogues that might better fit, but as I view KSP to be a little tongue-in-cheek (I have no idea why! :-p) it would seem appropriate to make a passing Red Dwarf reference at least. Would be awesome to find a Warhammer 40k Space
  5. It seems to happen whenever the pre- and post- trajectories are very close relatively, and dragging can be a pain when you want something soon-ish on a Duna intercept that is 300 days away. Or even worse for longer trips.
  6. Sorry was browsing this one and forgot to switch over *sheepish grin*
  7. A problem I've seen: After firing a maneuver to get an encounter of, say, Duna, the resultant orbit will have three parts: the pre-encounter blue line section, the encounter with Duna (yellow-orange), and post-encounter (purple). Unless the post-encounter is wildly different from pre-encounter, I find myself unable to plot any more maneuvers on the pre-encounter part, no matter how far I zoom in. Is there any way to place a maneuver node pre-encounter once this situation arises, without resorting to mods?
  8. Or just launch lots of satellites to ensure that there will always be somebody able to talk to somebody else around the whole coverage area? Its what I'd do to compensate for human error. Enough redundancy should ensure that basically it would be well beyond any reasonable time before coverage is <100%. I know, its not the "skill" method, but comm satellites are cheap relatively speaking. Admittedly, Remote Tech is on my "to do" list, not my "have done" one.
  9. Heh maybe, but then there is always KSP The Sequel to hope for. And you do make a good point. For me, a career ends once I've unlocked the tech tree plus accomplished whatever personal objectives I've set for myself. Sometimes its as simple as 'Explore everything", sometimes its "make the biggest, most Kerbal rocket you can imagine, then see if it flies", sometimes its "International Kerbal Station". I've seen the extremely impressive setups others have done (interplanetary refueling stations, colonies, etc) but I lack that particular motivation to manage all of that. Would be a great thi
  10. What do they do besides pack up chutes? I'm still not entirely sold on the resource mining unless something akin to an actual economy enters the game, and I think I've seen that they speed that up???? Considering I make do with a lot of unmanned missions I guess the question may be moot for me.
  11. Then I must be pretty damn unlucky. I was wondering if it was a secret SQUAD plot to force me to have a female-centric corps, but they forgot to give me truly useful classes (other than packing chutes, I don't really have a use for engineers yet. But boy oh boy do I have the largest and bestest chute packing corps out there.). Extra scientists i could use to fill mobile labs, and pilots are always useful.
  12. Or female for that matter? I've done quite a few rescues now and they are all female engineers. I'd like a little diversity in my kerbals but its so bloody expensive to hire one, and I could use a few more good scientists and pilots.
  13. Eh for Duna I used to just have one big chute to do a good chunk of the slowing and then used an engine to control the descent and land softly. Probably will do the same when I get back there in 1.0.x
  14. I used to always set my chutes to deploy at 250, then it wouldn't let me anymore in 1.0 but if I tried REALLLLLLY hard I could get the 50m choice (which I guess is useful only on Eve, if at all). tried it once on a probe, saw the results, learned quickly. FYI, 500 m is fine for anything, apparently the chutes have a built in surface radar that detects how far it is from the surface, not the sea level altimeter like we get.
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