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Scotius

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Everything posted by Scotius

  1. I guess you will need Kethane mod installed from the get-go. And what about crew? 21 is not much, unless you F5 before every activity and quickload every time someone dies.
  2. And remember: you can drag open node circle along the trajectory by holding left mouse button. It will let you delay or speed up start of the burn. I found it very useful. Another useful trick is entering target's SoI in real time, with time warp disabled - this way your PA will stay roughly the same as was set. With time warp engaged it can jump around significantly.
  3. Me too. Parts to actively gather oxidiser from the air on Kerbin and Laythe. Use tanks of oxidiser (from KSPX mod for example) in life support system. Conversion of water into liquid fuel and oxidiser on Kerbin, Laythe, maybe Eve. If ice can be added as a resource we could mine it on Minmus and Eeloo for lf/oxy combo etc.
  4. Active cooperation between SpaceX, Bigelow and Ad Astra would be pretty cool. Dragon + Inflatable Module + cluster of 200kW VASIMR engines could take astronauts places
  5. Or asteroid belt/Near Earth Obiects. It would be good to know how much important stuff we began to look for really is there.
  6. Guys - chill out, and accept the fact that physic in KSP is different than ours. Mass and gravitation are different. Atmosphere behaves in different way. Kerbals don't die on the day side of Moho, even without any sort of protection except basic spacesuit. They can spend five years in tiny, little capsule without any health related problems. It's a game If devs decide to program life on Laythe they will do it, without deliberating about radiation, amount of sunlight etc. Heck, we don't even know for sure if there will be Laythe in full game.
  7. I will be pretty happy with clouds, city lights and maybe thunderstorms visible from LKO.
  8. What? No way! What i'm supposed to do on my scientific field trips into space? Rocks might be interesting for some time, but i want life. Bacteria, algae, simple multicellular organisms - little things that grow, evolve and make cool specimens on lab shelves. Laythe should have life at 99%, Duna...ech, maybe 50%.
  9. Oh wow. It reminds me i i really need to look into building space telescope But i have so many mods installed already *sigh*. But better start training. Devs mentioned that in full game we will have to find other celestial bodies on our own. No more handy maps with orbits drawn in detail.
  10. That's ludicrous speed! Looks like the Kraken is sucking your craft part through really long straw.
  11. I tried the same as you Mihara, and ran into the same kind of problem. Not enough power to do one continuous burn-->more solar panels-->more xenon-->TWR drops drastically as probe become larger and heavier. Finally i gave up after my last probe ran out of xenon half-way through capture burn into Duna orbit, and ended in solar orbit without a drop of fuel. It might be possible, but surely not efficient - and probe won't be small and light. Only way around it are mods. There is some adding ion/electric engines with more thrust, or bigger xenon tanks, solar panels etc. Stock? Not really worth the hassle - LFE driven probe would be simpler and more efficient.
  12. Mihara, you are a genius! I ran into the same problem with my kethane miners and fuel hauler using KSP cable to connect: how to land hauler less than 50 meters from miner. Reliably. Your solution would be perfect. I could've put a probe-marker on any miner, then use one of crewmembers to carry it some 30-40 meters away and voila - landing site ready and properly marked. If you figure out solution to the bug please share. Or even better, contact the author of KSP so it could become permanent part of the mod.
  13. So exciting Good luck guys. This civilisation really needs to get exploration of space back on right track.
  14. Next update will contain some performance fixes, so it should get overall better. Anyways, welcome to the game, and our community. Hopefully you will have a great time here
  15. Whatever floats your boat I use many mods, some high performance engines and leave station-docking and precise landings to MechJeb. And i don't feel cheaty one bit. In RL even Apollo and LM used autopilots, and no one was griping about this as long as pilot had an option of taking control at any moment. With 13 active flights as far as Jool system i prefer to concentrate my time on planning, coordinating and overviewing everything - not on fiddling for a hour with two orbits to get my fuel tanker docked to space station for a tenth time. In the beginning micromanaging is enjoyable activity. But when you have two Kethane extractors, space station and interplanetary tug orbiting only Mun it becomes tiresome. And i'm planning to have similiar setup around Minmus, Ike, one of Joolian moons and maybe even Dres. There is only so much time i can spare for playing My advice is: do what you feel is fun, and don't feel guilty for it. It's not a multiplayer game where you can affect other people. It's your game, your world and your pleasure.
  16. That's what i did on the last try. It worked too, because Hauler landed about 30 meters from the miner. It would be perfect for setting up KAS connection...alas, Murphy's laws struck again. Now i have permanently grounded ship that did not broke even one part falling over. Unfortunately it's so heavy and broad i have no chance of raising it with landing legs and RCS. There is a lesson here: no matter how many time you've landed somewhere, things can go south in a blink of an eye. At least my hapless pilot is only a short walk away from a miner, and can visit its crew to kill some time before evac shuttle arrives
  17. Let's hope optimisation of RAM usage announced for 0.20 will fix it. Otherwise i will have to shell out more money for RAM upgrade Trivial on desktop, but i would hesitate from doing this on brand new laptop.
  18. This might come handy when/if we get other solar systems Replicate this bug and BOOM - you have FTL ship very early in game. Can you change direction of the flight? If not, it won't be so useful
  19. Problem is, two 50+ tons crafts each counting about 200 parts choke my system when close enough to connect using KAS cable (50 meters max). Lags are relatively tiny, allowing for docking in orbit if i set everything up early enough. But so close to the surface, while maneuvering with RCS even small hiccup is fatal - there is almost no margin of error. My Hauler keeled over because of such lag. I have to land in one go, because maneuvering near the surface is very hard.
  20. Restrictions of our imagination play a role too. We can readily imagine carbon-based, oxygen breating, water drinking beings. Now try to imagine something that is silicon based. Or breathes chlorine. I bet anything we could come with would be a weird variation of some earthly creature - be it octopus, spider, worm, snail or cactus. Simply because we've never seen anything that is not of our carbon/oxygen/water standard. We don't know what to look for, so we are looking for something familiar first.
  21. This week i will get my new laptop. I can't wait to see what 6 giga RAM, i5 CPU and GTX card will do to KSP's performance. On my old, trusty Toshiba it was abysmal since 0.18
  22. Disable the time warp just before entering Duna's SoI, and your trajectory should remain unchanged. When you are timewarping entering the SoI it can jump around.
  23. That's a good idea Tokay - thanks. Fortunately i do have a new rover designed, and it needs testing in low-g environment.
  24. This. So haunting...You have no home anymore...You are alone...Falling forever into the darkness...Like a cold, blind bird... Ahemm. Pretty much entire Homeworld soundtrack is ideal for a space game. The countless minutes where i just sat and watched my Resource Collectors strip-mine the map of every speck of dust, with this music playing in the background. Good times
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