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About pandaman

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    Sr. Spacecraft Engineer

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    Nottingham UK

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  1. How about a track from The Warning? The best thing to come out of Mexico since KSP itself, and a nice 'homage' to the game's roots. And why not name some Kerbals after them too while they are at it? Dani, Pau and Ale Kerman 3 badass sisters.
  2. This one is strictly for the Alt F12 menu, but... As a slight tweak to the 'Set Orbit' menu, add a 'Rendezvous with Target' option. Basically a shortcut to the targetted vessel rather than having to scroll through the list. And also, as a bonus, enable the 'Rendesvous with' feature to work with landed craft.
  3. Well... Whilst obviously not human, Kerbals are not aliens to Kerbin they are 'natives', or at least appear to have been there long enough to be considered so. Humans would be the 'aliens' there. Or just maybe... Kerbals are 'settlers' from another world, that just happened to be toxic to most native species on Kerbin (apart from grass and a few trees). Which could explain the lack of other life forms (like 'War of the Worlds' with a darker twist to the ending).
  4. Nicely done. My only attempt at that failed. Not quite enough Dv to stabilise orbit ftom Duna (shoddy piloting), so tried pushing. Couldn't get him in the right place to push squarely (no central engine bell to stick his head in) so had to repack the chutes and climb back in. Used the chutes to land safely and wait for rescue.
  5. I just use numbers for all my 'name worthy' vessels... Saves me needing to even think about it. I do prefix with a two letter 'type' designation to help with identification though (SO = Station, Orbital etc). The only things I name properly are tracked Asteroids (first letter designates size class).
  6. Maybe one possibility is something on the lines of sending probes to gain gravitational and atmospheric info etc. This can then be used in the Dv tool in the VAB. Until probes are sent the Dv tool uses 'estimates' based on 'what the astronomer kerbals coukd work out' so will not provide fully accurate info,
  7. @Dman RevolutionAaahhh, sorry I misunderstood (as in didn't read it properly) your original point. You were talking specifically about the 'node' attachment, not the surface attachment. That would explain why I attached something and it worked (I stuck a girder into an asteroid, then attached a docking port to the end). I then did exactly the same thing in a different location and it wouldn't attach the docking port. Thought it was a bit odd, but assumed it was me.
  8. That's my experience too. I agree 'sunrise' should be 'just appearing over the horizon', not 'nearly mid morning'.
  9. I've had my current PC a few years now, still going fine, but obviously 'old tech'. I just added a load more RAM (now 24GB) to help it along. I will look at upgrading after KSP2 comes out and i can see what it needs. Will see how it runs on my current machine anyway initially, but I will be well ready to upgrade by then if I can. Just need to start saving.
  10. I don't think more dedicated LESs are needed. Ejector seats would be a nice option for some capsule/cabin styles though. Better to just include the bits so you can make your own LES to fit your particular needs. Decouplers and seppatrons work fine, and slightly larger SRBs are always an option for extra 'welly' if you need it.
  11. I've used it quite a bit, and to me it seems linked to how far 'stuff is from the kerbal. As I move along the vessel (in 'construction ' mode) things glow green when I get close and fade out as I move further away.
  12. For me, the physical sizes do make sense from a design aspect... They are big enough to feel like planets, and time to reach orbit is relatively short, so speeds up play. Larger planets have much more surface area, so to get the same detail level all over is much more work. I think if the original had them twice the size they currently are it may feel better and more 'real', but it's not a big issue for me. I would prefer longer days though, 6 hours for a Kerbin day just feels too short. 12 hours would make more sense IMHO, it's not as if the planets' sizes, and gravities
  13. @Ujjiban Bhattacharjee. Welcome to KSP and the forums. We've all done obvious mistakes like that, and still do, but the crew survived so a good result all the same. Success is a great feeling, but failure can teach us more.
  14. I imagine that a repair kit is primarily consumables - a roll of sticky tape, tube of glue, etc. rather than a toolkit. So using them up is logical from that angle. I play sandbox, and do quite like it, but a 'settings' option to either turn off the requirement or give 'infinite repair kits', and a 'cheat menu' option to 'repair without kit' would make perfect sense though.
  15. I always take rovers for just this reason. also I know my landing accuracy is not great, so the chances of me only having a 5 minute walk are slim at best. I'm not saying the 'new functionality' is perfect, but for the most part I think it's pretty good. The problems for me stem from unfamiliarity and just getting used to having it.
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