GrouchyDevotee

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About GrouchyDevotee

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    Spacecraft Engineer

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  1. If there are pink markers in the manoeuvre indicator, it could be the trim set.
  2. GrouchyDevotee

    What did you do in KSP today?

    PS4, V 1.18, default controls. Haven't played KSP in awhile. I finally got Valentina to Duna surface, and back to Kerbin alive. Still love playing KSP, but an in game transfer window alert is needed. As it is, I went to sandbox mode and sped up time a couple years to get transfers. Cheers!
  3. GrouchyDevotee

    What is your save/space agency called?

    PS4 Career mode save. 'a new hope'
  4. GrouchyDevotee

    What gameplay rules do you impose on yourself?

    I'm on a PS4, I've completed the science tree only once in career mode. I'm currently playing in Sandbox mode. - I will decide before the launch if it's a test or not. - I try to leave no orbiting or free debris, I will occasionally go grab and return space junk. - I stick to actual relay and comm links for all remotes. - I haven't been strict about always using fairings. - No cheat menu. - Don't kill Kerbals. - any; game/controller/dog needs out/food spills/phone activity/glitches issues = a free reload
  5. GrouchyDevotee

    Thats a very nice report you should read.

    So a group of actual Rocket Surgeons may or may not be interested in what a very large group of rocket simulator gamers are doing? GOOD. A little imagination from the gaming community mixed in with some real world rocket experts may just yield some positive and useful ideas. Cheers!
  6. I believe that the PS4 machine has some screen settings that may fix the problem. I don't know about Xbox though. I'd like to see a few more Space Station parts, mainly for variety. But I'd really love to see some permanent Mun base parts, so my console Kerbals have something to do. If switching mods on and off are possible, it would be great to see a mod dedicated to Aeroplanes and atmospheric flight. As well as a dedicated remote base builder. But I think that the console game is already running at capacity.
  7. I've only ever played Kerbal Space Program on PS4, I was so thrilled to see the update come through on my PS4 today! I'll be checking out these changes, thanks for keeping us console players in the loop! This is a fantastic game. I'm so thrilled at how much this game has improved over the early console release. You folks have done an excellent job on a very complex game. Cheers all around!! also, Looking forward to some Expansion Paks or DLC!
  8. GrouchyDevotee

    Help with docking on console

    I don't know if I can add anything to the tutorial page that was linked...
  9. GrouchyDevotee

    More/Better Rover Parts

    The build process for rovers is somewhat "difficult" for console players... I'd love to be able to build better rovers.
  10. ConsoleKSP players input for this.... Without adding any math to the machine, simply ask a grad student to calculate the appropriate placement of the Lagrange points, then, without confusing my PS4 with equations and variables, simply allocate a few locations (defined in blue if you want) where stability in relation to the parent body occurs. ;-)
  11. GrouchyDevotee

    Some opinions

    Did somebody mention consoles? I've only ever played KSP on a PS4, so, I haven't even heard of most of the mods out there. Now that the game plays well on console, and is able to run without crashing, I do have a few suggestion for the stock console game. Scan Sat - KSP has a few scanners that can be challenging to employ, game needs a few more stock awkward parts like a Hubble or James Webb telescope. Perhaps they can help with biome identification or anomaly search. Hawking Gravity scanner could help with transfer window planning. Time warp - is needed while doing long burns, and perhaps other times as well. Alarm clock - of some kind is definitely needed. Transfer window planner -even if its just a rough guess, the console game needs something along these lines. Kerb-Net - needs more something... usefulness and or explanation. I'm frankly mystified by it. Console version needs access to a method of biomes identification and charting. Mech jeb.... - Some of the data already present on the map screen should be available while flying an improperly trimmed launch vehicle. Apoapsis and Periapsis for example. And some of the data on the zoomed in screen should be available in map mode, like how long until a stage burns out for example. I don't want an auto pilot, just access to more of the flight information without having to jump between screens. I'd love to build and fly more aircraft - so more parts like propellers, cock-pits, and wing shapes would be excellent. But I still need to buy a joystick or flight-yolk. At least a couple more runways are needed. It is just icky landing an SR-71 in the trees. Mun bases - more or some, permanent base fixtures like bio-domes, canteenas and recycling facilities. Same goes for space stations. need a reason to go there.. Some more capabilities from the skills department - in terms of Scientist abilities, they should be really good at finding anomilies and new biomes, and telling me about it. - for Engineers abilities, they should be able to do more in terms of swapping parts, strengthening station connections, fixing things. - Pilots seem to be well balanced, but I'd have guessed I'd be able to better predict where I'm going to land on Kerbin after a space trip. Love this game. Looking for New DLC or Expansion paks.
  12. The launch is too steep. You are hitting the ground at over the speed of sound. Flatten out the launch for a shallower entry, this will allow your pod to slow down, also adding a pair of radial mount drogue chutes that can deploy before the main will allow you to slow down further.
  13. My preference's in order of importance. 1. Battery banks (science lab must operate at capacity throughout the night) 2. Solar panels, you need these of course, but don't go overboard 3. Multiple docking ports ( at least 4 of them with room around them for docking ) 4. Data storage module once available 5. Small-ish Fuel tank for (measuring and loading fuel onto docked ships in a controlled manner). 6. Mono-prop storage, the station will rarely use mono-prop, and docked craft will only need to fuel up their RCS if they are planning on doing more docking. 7. Large Fuel storage tank, I typically leave my last booster stage and engine attached to my station. I try not to send any fuel back to Kerbin. 8. adding a good probe core can free-up a pilot for other things. 9. You really only need a couple regular Communication antennas, extra relay capacity can be added later on if you feel like you need it. 10. nicer crew quarter keep the Kerbals happy and productive longer.
  14. GrouchyDevotee

    Any veteran tips for the docking inept?

    If you aren't confused yet, here's my 2cents. If you are already able to get within a couple hundred meters, you are more that halfway there. If you arent purposely moving towards or away from the desired dock, the drift will become apparent. 1. Once you are close, like 500m or less, slow your approach 2. When you are within 100 - 200m slow more to under 5m/sec 3. Switch camera view to "locked" and make sure that the top of your ship is "up" 4. Select the port you want to dock with and 'eyeball' your alignment and drift correction 5. then either fly the Nav Ball into dock, or do it visually. It one of the hardest things to do in KSP good luck. Cheers! Edit = I think that the docking port magnet repelling thing had something to do with a MOD, but I don't know for sure, it was discussed in the forum before this.