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NJP

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Everything posted by NJP

  1. My favorite one was sending my first mission to the Mun (Just a low pass, no landing) I found the resulting orbit when I left the Mun's SOI I was gonna end up relatively close to Minmus's orbit. I said, "Hmmm, I got pleanty of fuel, let's do a two-in-one", and I managed to get two science runs from both of them. The worst part was at the end of that exciting low pass I did a burn to bring my orbit down into Kerbin's atmosphere, but I ran out with a pariaps of 64km, not enough to do anything up at 45 thousand km. I went though a pass to see what that would do (hint: not much), but ingenuity struck e again when I got the kerbals out on EVA and pushed the craft down to 40km and tht was enough after a few passes to bring me back to Kerbin safe without bursting up!
  2. I've never really been going around the KSC for biome science, but I'm sure since the biomes are so small a lot of them are pretty similar in the system they act like its two of the same data. I've never had this issue on multiple biomes on different bodies, so I presume this is just something with KSC.
  3. In one of my hard career games I sent multiple missions to the Mun and Minmus, each time I used a fresh crew to train them up at least to 2 stars, and that would be enough to send them on interplanetary science missions.
  4. A good trick I use for building the base of a orbital station is using the Radial Attachment Points in 4x symmetry and put the docking ports on the to add points to expand your station. Usually one or two of them will be used for solar fields (basically a whole bunch of solar panels on small fuel tanks) and the others can be used to dock your ships (most of my missions from interplanetary space docks at my orbital station to process science at the science lab). What you use it for is up to you, because it's also dependent on what mods you have/if you have any mods.
  5. This brings up an interesting question for all of the celestial bodies with atmospheres: what are good periaps heights for aerobraking from interplanetary travel? I remember one of the early games I've played I tried aerobraking at Laythe at 30km, but I was going in too fast and I just blew right past, nothing the Nuclear engines could do to stop me flying right out of the Joolian system.
  6. Every program I start a program, once I get steerable wheels, I try to get all of the science around KSC asap. I also try to do most of my missions in one go without quicksaves. It started out because I first played on a Mac and I couldn't figure out how to use the quicksave feature.
  7. I let it get to the point where a spacecraft I'm building take like 10 time to launch properly (without flipping over or having a stage separation failure that destroyed the rest of the rocket), and eventually I'd get frustrated enough to put the game down for a few hours Generally that's the only way i put the game down
  8. Someone's probably said it before, but during career mode I had sent two probes to scan the Kerbal satellites for ore, I set up the alarms and went back to design and launch a orbital station, do sciencey stuff, etc etc etc, until I finally got back to the Mun probe and realized for both probes I forgot to deploy the solar panels and both craft were dead $100k+ chunks of debris, and I couldn't do anything but terminate them and grab a few other contracts before I could launch anything else. Huge setback in my game.
  9. NJP

    Hey Y'all

    Howdy. I been playing KSP for a while through Steam, eventually started branching out into mods and some of the mods brought me here (particularly the Crowdfunded Science Logs) and that's how I discovered the forum. Looking forward to meeting some cool, science-inspired users to chat with, and keep up on the latest news about upcoming patches (partially so that I know when to start backing up my save files!).
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