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Everything posted by CrashyMcCrashFace
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I have no courage to play career...
CrashyMcCrashFace replied to Nivee~'s topic in KSP1 Gameplay Questions and Tutorials
As somebody that mostly plays career mode, I've noticed that's it played as much as I thought it was. Asking questions about career doesn't result in as many answers or people will say, "I don't play career mode much but here's the answer..." Answer to the question you didn't ask, career mode is not that hard. I'm basically playing with complete disregard to cost at this point. Just pick increasingly difficult contracts and you will get lots of Kerbal Bucks. I probably do half contracts and half whatever I want. -
How to get into eve
CrashyMcCrashFace replied to Luc1fer's topic in KSP1 Gameplay Questions and Tutorials
Is it even possible to land and re-orbit and get home? I just did an orbit there and refueled on Gilly but just looking at Eve specs I don't see how you'd get large enough craft down and back up again? In any number of hops. Maybe de-orbit and land with almost empty tanks and refuel on the ground before leaving. -
Losing Creative Spark. Any Advice?
CrashyMcCrashFace replied to Gh0stReaper's topic in KSP1 Discussion
Look at other people's designs and what their doing. It's not anything bad, just inspiration. -
I finished the science tree a while age and and have enough cash to play like I was in sandbox. It still like doing the contracts and leveling up Kerbals so I want to convert all science to $$$ and Rep. There are 2 strategies that do each of these. I put 50% science into converting science to money. Then I try to activate a 2nd contract in a different sub-section to convert the other 50% science into Rep. Even if I put the slider on 1% it says it would exceed 100% of the science. I also have 3,000+ science so it's not the start-up cost. What gives?
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"Wobble" free space stations?
CrashyMcCrashFace replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
The should (in a perfect world) but they don't. I think it's called oscillation and overshoot in a negative feedback loop. If not maneuvering you need very little SAS reaction wheel to stay stable. Turn off all the wheels except a central one on the heaviest part. -
totm dec 2019 What crimes against Kerbin have you committed?
CrashyMcCrashFace replied to crasher925's topic in KSP1 Discussion
Sending kerbalnauts into solar orbit and then destroying the ship and letting them re-spawn just to make some money. -
What is your worst successful launch?
CrashyMcCrashFace replied to FinalFan's topic in KSP1 Discussion
Probably mundane for the old timers but just falling over on the launchpad and panic-throttling and then still getting into orbit. -
i.e. The Martian Hermes. I understand the physics of creating artificial gravity but it is still rotating so the human body is never stable. Could it be slow enough for the affects to be negligible? Astronauts could get used to it but that doesn't mean there are not silent affects of the constant spinning.
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I've noticed the smallest heat shield will transmit heat to some parts that seem like are a smaller diameter and well protected behind it. I was able to fix it by first attaching a Cubic Octagonal Strut and then everything above that. The downside is it makes it a little more top heavy. You can offset the parts a little.
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I know a picture would be nice but I'm at work and the question popped into my head. The setup is pretty simple: Section 1) A very large fuel tank. Section 2) 5x small liquid fuel tanks with a nuke on the bottom and nosecone on top. Both sections touch their entire length (no decouplers) but they only seem to be attached at whatever liquid fuel tank I put on first. I tried different assembly order but they always only connect at a single part and wobble. I fixed it by putting on normal struts which doesn't seem like it should be necessary. I don't want to enable autostrut because I'm an uptight purist. But I will if somebody can tell me there's no other way to fix this. It's the ship in my pulling asteroid question but I think it's too dark to be helpful.
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safe aerobraking heat
CrashyMcCrashFace replied to EndTraveler's topic in KSP1 Gameplay Questions and Tutorials
I noticed you can stack heat shields and the ablation number grows appropriately. I didn't test it though. Wait, I just saw you said no heat shield. Never mind on that. Engines are pretty heat resistant. -
Planting badS flag
CrashyMcCrashFace replied to Xd the great's topic in KSP1 Gameplay Questions and Tutorials
hahaha. I'm actually doing some work coding right now and alt-tabbed over to the forum for a sec and when I read this I still didn't get it. I had just turned on the debug flag a few minutes ago too. I was thinking, "Oh cool, I'm going to have Jeb put a flag in the Mun later." I guess I'm slow. -
ANOTHER how to load KSP faster (1.4.3)
CrashyMcCrashFace replied to Dimas152's topic in KSP1 Gameplay Questions and Tutorials
I strongly suspect this is a time-out and not a loading time. You're computer/application is just sitting and waiting for something. Something that will never happen and then after some set timeout period it gives up and continues. Scientific method -> remove all your mods, load the game. If no problem then start adding 1 mod at a time until you hit the problem. -
As a noob I've been struggling with this too. I finally came up with something simple I'm happy with. The asymmetrical landing gear pitches it forward on touchdown and then the stack decoupler to get rid of it. The little tank wasn't enough to land on Minmus so I had to xfer mid-landing. I'll could leave it off completely but then need another solution if the station part is not a fuel tank. Side note: Driving on Minmus kind of sucks. Can't stop or turn without weird stuff happening, but then you can right a vehicle with just the reaction wheel.
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Stock fairing settings explanation?
CrashyMcCrashFace replied to Arch3rAc3's topic in KSP1 Gameplay Questions and Tutorials
Clamshells: I've had large clamshells not come off and get stuck in other bits. The same settings for non-clam ejected properly. I suspect there's no affect of half a clamshell stuck other than it annoyed the excrements out of me.- 17 replies
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How many Nukes?
CrashyMcCrashFace replied to HeliosPh0enix's topic in KSP1 Gameplay Questions and Tutorials
For the "cruise" stage my Duna station/lander is 34 tons with 9 nukes and 5,200 units of fuel. TWR is 0.64.