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Dizzle

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Everything posted by Dizzle

  1. My headcannon in my 1.0 career has been that Jeb sees Valentina as a rival, being jealous of the things she achieved before him. She was oblivious to this bitterness, and by now, Jeb has gotten over it and they're friends. It's amazing how much you can characterize while playing characters that don't talk, but Thomas Was Alone has proven that it's not as hard as it sounds.
  2. I don't know if this is the right place to post this, or if the Firespitter mod is actually at fault, but I found this bug to be pretty amusing.
  3. I'm pretty sure the Easter Egg Stocktake is up to date, unless I'm missing something.
  4. Can't wait. I've experimented with this mod before, but never did any better than LEO. Really looking forward to this. I hate how I feel like I haven't gone far at all when orbiting Kerbin.
  5. Just take one group and land on the Mun, then take another group to Minmus with a second launch.
  6. It's mostly for beginners, but I still read it before every launch. Sometimes it catches something I didn't.
  7. I didn't even notice at first, but when I did I instantly liked it.
  8. Is this a thing? My asteroid redirect vehicle was experiencing a lot of phantom torque, and I thought it was because of the monoprop tanks clipping with the service bay. If the ceiling thing is a known bug, it's more likely because of that.
  9. With the recent tweaks to the administration building, I decided to take another look after never really using it. To me, none of the strategies really seemed any better than just collecting science and funds myself, but I thought I might be missing something. So my question is, do you use strategies? If so, which ones, and why?
  10. Thus making the number even more meaningless than it already was.
  11. Pretty fair review, but I hate the idea of scoring things by a number. You can't really express an opinion numerically.
  12. At the very least they should be able to get out of a landed craft. It must suck that they can go all the way to the Mun and not get to walk on it.
  13. While what you're saying isn't without truth, I think 1.0 actually lived up to the hype. Aside from the bugs, I'm finding it to be an entirely new game, to the point where it feels like playing it for the first time.
  14. The plane contracts are really poorly placed in the progression system. You can't take a basic jet engine high enough to complete them.
  15. In 1.0+ I've only played career so far. I'm liking it a lot, gives a nice sense of progression. I'm about to start a sandbox though, since I'm up to resource mining contracts and have no idea how to build for them.
  16. I like it, especially during re-entry, and it makes atmospheric flight a little more interesting. The only problem is that it kind of gets in the way when attempting to line up with the runway.
  17. What? As far as I know there's no animation that resembles talking. Which is what's happening in the "example" OP used.
  18. Don't know if it's been mentioned in this thread (haven't seen it anywhere, really), but does anyone else feel like new Kerbal hires are WAY too expensive? It seems strange that the very first hire cost me more than landing on the Mun.
  19. Yeah, I don't bother with those missions. You can't take the basic jet engine up that high anyway.
  20. This would be great. Tourists are my favorite type of mission now. They pay well, they give a sense that there are kerbals outside of the program, and they pushed me to finally do a Kerbin-system grand tour.
  21. Another one? Already? Oh well, the last one was fun. And if it doesn't last, inb4 lock. H.Y.P.E
  22. I think the solution is to enable heatshield mass for all sizes, as well as increasing the 1.25m heatshield's mass to 0.2 or maybe 0.3. It seems to take a lot to flip the Mk.1-2 over, thankfully.
  23. Yeah, I just tested it in the VAB. A pod+parachute does put the CoM on the wrong side. Even with heatshield mass enabled, it only helps a little.
  24. So I've seen a few people talking about this, but the discussion seems kind of scattered, so I was hoping to get a more central thread on the matter. I'm not really sure what we're supposed to do about it. It seems that no matter what, at around 1400 m/s a pod will flip, without exception. I tried this while coming in at different altitudes ranging from 26km to 33km. Someone said to rotate the capsule during re-entry, which did nothing. Eventually I edited the CFG so that the physics on the heatshield would be calculated (if I'm understanding it properly). This time, coming in at 30.5km, I was able to keep the pod under control, but just barely. It still tried to flip, and I really had to wrestle the controls to keep it straight-ish. Is it supposed to be this way? Is it a bug? Is there a better fix? I really hate the idea of putting the heatshield on top, or deploying the chutes at Mach 10. Edit: The kind-of-fix I used is below.
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