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Boex

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Everything posted by Boex

  1. By visited, do you mean landed on, orbit, or merely a flyby? If landed on, I would say Tylo. (Dat Gravity) If any or all of the above, I would agree with the OP and say Dres. People see Eeloo as a challenge so that's visited by many people. Dres is like a Junior challenge to Eeloo.
  2. I'm sure that most people have learnt about KSP from Youtube, and every other video on Youtube is about Minecraft. Many popular Minecraft players have talked about or made videos on KSP - kurtjmac, the Yogscast, Zisteau etc. That will boost the proportion of Minecraft players who also play KSP. I should think about 95% of the players of KSP will have heard of Minecraft at the least.
  3. Err...No. This is completely incorrect. I landed on Gilly about 5 hours ago in 0.22. The crew report actually said something more like "it's a lumpy asteroid, I could probably Jetpack down there". Your projected orbit wasn't lumpy or zig-zaggy. It's your Conic Draw Mode. By default it's set to 3, which basically shows the actual path you'll take through space, relative to Eve. Then, once you've entered Gilly SOI, it switches to Conic Draw Mode 1, and shows the path you'll take through space relative to Gilly. "Also as I detached my last booster stage in Gilly orbit, it started to drift away as expected, but then came back to my probe lander, then started drifting again! Never seen that before in KSP." If you've never seen that before in KSP, you haven't played it much. Your orbits were slightly boosted in the Normal and Anti-Normal directions or the Radial-In and Radial-Out directions. As your near the descending/ascending node of the two objects, they come closer together. Like a rendezvous! KSP doesn't support n-body physics, let alone variations in a body's gravity field. So everyone calm down, it's not an Easter Egg, it's very normal KSP orbital physics. MYTH. BUSTED. (Sorry to disappoint... Admittedly this would be cool)
  4. All I can say to this - it's a game. With little green men. It's not about realism. "I shouldn't go against what Squad thinks is right." Trust me. I've been playing this game for 2+ years now. Squad don't make mistakes when it comes to gameplay. "which makes no sense since you can just stack the small tanks" It makes perfect sense. Ever built a largish rocket with tiny parts? It's unstable as hell! The larger length parts combat this instability. "no penalties or handicaps at the start such as inefficiency" Poor efficiency engines without gimbals, and almost too much thrust for landing. Small tanks and no struts leads to instability. No fuel lines or decouplers to aid efficiency. I'd call those pretty big handicaps... Ladders...? Perhaps those should be a little simpler to get, but really, you don't need them until docking or landing on higher gravity planets... Anyway, whatever Squad does, someone is going to dislike it...It's a lose-lose for them, really. Just enjoy it, be happy!
  5. You're not the only one! I managed to get a Mun fly-by at 5km with a Free Return Trajectory back to Kerbin using just the small SRBs, with a little tweaking from Bill getting out and pushing! By the way, I'm fairly sure setting up Comms networks and such is completely futile, as Data Transfer isn't possible in sandbox because there's no science to do (as far as I know). I highly doubt that the Sandbox game saves we be compatible with Career mode game saves, you'll likely have to start a new Career mode save specifically. Also, full coverage comms networks won't be necessary in 0.22, as bodies blocking signal hasn't been implemented yet, but it's a possibility for the future!
  6. What's an i760...? i5 3570K @ 4.5GHz 8GB DDR3 GTX 650 Not a great graphics card and I'd like a little more RAM, but KSP doesn't really need either of those. You want a great processor to run KSP well. I get to about 400 parts before the MET goes yellow and the game slows time down.
  7. Yes, this is still the case. Nose cones only add mass, but they're quite light, so sometimes, if efficiency isn't paramount, I use them for aesthetics or realism. An overhaul for plane parts and the drag model has been talked about a while back, but nothing is confirmed. I personally don't use mods, but I've heard that Ferram Aerospace Research (FAR) makes the model a little more realistic if that's what you're looking for.
  8. Why...? Most people cope perfectly fine...what possible reason do you need this for?
  9. Well to be honest, just 3 planets coming into alignment is going take a bloody long time, let alone all 7... If you allowed 5 degrees either way from the midway planet (Duna) it would be 36 times more unlikely than cracking a 7 digit code in one try.
  10. Fantastic, I love the detail on the engine!
  11. I'm just going to throw modesty out of the window and be honest, I reckon I'm a better pilot than Manely... He has sometimes has smarter ideas and builds than me but he's always very messy and imprecise with his orbits, and to a lesser extent his landings. Then there's his old love of MechJeb... (DISCLAIMER - NO FLAME WAR INTENDED) The best pilot I've ever seen is this guy - https://www.youtube.com/user/ablu444?feature=watch If you've never watched his videos I suggest you start from the beginning, you will all be impressed, and hopefully learn something. I think you should add an "ablu444" section to this poll. I can't claim to be better than him, there are few people who can.
  12. I'm no expert, but I think that just using one part would reduce the time it took your system to crash, just like increasing the RAM. If you convert a persistence.sfs file to a persistence.txt you will see that the "coordinates" of your vessel are kept to many decimal points. We all know that even a slight change in moment could hugely change the periapsis of an encounter in 60 days time. The "coordinates" have to be as exact, but optimised as possible. It's actually impossible to escape the Sun (Boring...), purely because there is no Sphere of Influence outside it (yet). The Sun's SOI is infinite. What actually happened in that picture is what ledogen said - "the game will crash because of the amount of RAM necessary to keep your craft's coordinates."
  13. 69.5km for anything, unless it's going to have something dock to it, in which case, usually 80km.
  14. Wow, very cool! What mod improves the skybox, like in your last few pictures?
  15. Holy crap. This is replaces your previous Kerbals at War video as the greatest thing I've ever seen. Not just in KSP. In my life.
  16. Wow, that's impressive You just crushed me though, I was proud of sending up 1 Jumbo XD
  17. Great challenge, but I think it would be better to score based on payload mass, as I can't see people sending up more than 2/3 jumbo fuel tanks... You can see the payload mass if you switch to it using [], enter map view, and bring up vessel information from the "i" tab on the right.
  18. Not with only x100 000 timewarp...But if they figure out how to fix the inaccuracies and floating point numbers and add further time acceleration, then I'd love to see something like this in the game.
  19. *Minmus Well...that's definitely not a stable orbit...but... It sounds like you're just over-doing your retro-burn around Minmus. Bear in mind that your relative speed to Minmus is likely to be quite low as you're a long way from Kerbin. Remember that you can hit the little arrow at the bottom middle on the map screen and it will bring up your nav-ball. Find the retrograde marker and burn towards it, but stay in the map view so you can keep and eye on your periapsis.
  20. The main thing that keeps me coming back to the game is the updates.
  21. Next episode will be a narrated explanation of all the included modules and components, then possibly a cinematic of Kerbin Departure from Orbit.
  22. Also it allows the textures to be 10x higher quality with the same GPU usage, I guess...
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