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Everything posted by Ratwerke_Actual
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Kerbal helmets must be inflatable. Here's why.
Ratwerke_Actual replied to dnbattley's topic in KSP1 Discussion
Not sure, But when I stood up under a lander, The helmet made contact and launched it a few meters. Landed on its side and was nearly stranded. -
The final braking burn of a 128,000 ton Class 'A' asteroid. At 90% ore it will refuel anything I ever desire. This took about 3-1/2 hours of total burn time from 45 nuclear engines.
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JNSQ Mod, Even "Tiny" Class A Asteroids are Larger! ... 128,450 tons. The mining rig alone weighs 1kiloton. The crew appreciates a lot of mass between themselves and 45 nuclear engines.
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I can respect that answer. The phrases " railroad spike" and "right-of-ways" strike me the same. It's actually " rail spike" and "rights-of-way". edit: apologies for getting away from topic.
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Have been meaning to ask, and I personally have no opinion either way, but why the resistance to the name Kerbol? Not trolling, genuinely curious. Did I miss a discussion or conflict somewhere?
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In a different sentence. Well away from the word microtransactions. It's a simple question. Critical thinking is definitely dead.
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FPS argument is a classic straw man. Their "answer" to the micro-transactions is still NOT a 'no'.
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Doesn't matter what I think. They didn't say no. It could have just said no.
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mul·ti·tude /ˈməltəˌt(y)o͞od/ noun a large number. It will keep being asked until it's answered. By your posted pic. The answer is 'There might be, but not too many.'
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Can you hear me now? JNSQ mod, using an Asteroid telescope contract to ride-share a relay station in Solar orbit.
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Ratwerke_Actual replied to Galileo's topic in KSP1 Mod Releases
I am currently doing a hard mode/no revert/permadeath career that I started upon release. I am almost finished with the tech tree. As far as contracts fare, they seem fine, with the exception of some rescues being generated with a periapsis either very close to surface of moons or in atmosphere of planets. These are the stock contracts; I can't speak for modded ones. -
JNSQ, Completing Jool+5 Science Run With A Low Pass Over Bop. Hard Mode Career, No Revert/Permadeath.
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I kept 1.3.1 around until Realism Overhaul updated to 1.6.1, so that is my current version for that. For JNSQ, I remain at 1.7.0, because I started a hard mode career. For stock play it's 1.7.3. I still have back up zips of 1.0.5 to current as well as early versions to .13, but those dont get as much play.
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In JNSQ, Hard Mode, No Revert/Permadeath Career. Both Apollo Style missions to Gilly and Ike were successful.
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JNSQ, Eve Flyby, En Route To A Gilly Landing Attempt. Apollo Style, Hard Mode/ No Revert/ Permadeath Career.
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Took a moment to appreciate a sunset before calling for recovery.....
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Which DLC, if any, do you like the most?
Ratwerke_Actual replied to Johnster_Space_Program's topic in KSP1 Discussion
There are still part bugs in MH. No indication they will ever be fixed. Would be weird to visit polishing features when the basics can't be made to work.- 23 replies
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Kerbal Space Program, JNSQ mod, Apollo Style Single-Launch Minmus and Mun Mission. Launch re-recorded due to file corruption. Managed a 2nd biome hop on both bodies, as well. Still in hard mode career, so some rocket parts may seem primitive.
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Continuing my JNSQ hard mode career (No reverts/permadeath), Today I completed another Apollo style mission. 1 launch, Both moons. A video will follow soon.
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Getting the best launch profile for eve
Ratwerke_Actual replied to a topic in KSP1 Gameplay Questions and Tutorials
This was way over built, as mission requirements were 3crew w/hab direct ascent to Kerbin from shores. But it does kinda illustrate the Δν comments, as it left the ground with about 7500m/s (vac). Feel free to glean any info you want from it. -
Finally finished my JNSQ mod, Hard Mode career, Apollo Style Mission. Complete video, not much free time to polish editing, so here it is trimmed for time.