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SDIR

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Everything posted by SDIR

  1. I personally think that allowing for such large rocket parts has allowed the game to be much more fun to play, for me at least. Before the only way to get to Dres for me was to use a large interplanetary ship which would take hours to dock and assemble, then refuel and finally launch the crew. Now with the larger rocket parts, I can either make the same ship with larger sections and less docking, or just launch a direct mission to Dres or Jool.
  2. I think those 33 second nodes are when steam gauges can't figure out the acceleration or the thrust produced by you craft. I usually find that happens with RAPIERS and also when my engines are not activated or out of fuel.
  3. My superstition is to always put launch clamps onto the upper stages of my rocket because in the previous versions my rockets would always fall over if there was a large payload. I do it now even though the rockets are able to stand on their own.
  4. Usually, I find it easier to tap delete, switch to docking mode and keep my hands where they were before on the keyboard. Also, really helps when your laptop doesn't have a numberpad.
  5. It's got to be Luger. Badass name, and he smiles during every mission, regardless of the condition. Not a badass though...could be attributed to a full courage bar and near empty stupidity bar.
  6. Well, if that engine is created by clipping a T-45 and a T-30 together, then it should allow for the power output without mods.
  7. I apologize if this question has been asked before, but I have a problem that I can't really figure out. When I open steam gauges in flight mode and select node and rendezvous gauges, they just don't appear. I've had this problem before where the gauges were just off screen, but it seems this time that I can't get by this problem. Does anybody have any suggestions as to what the cause might be? Edit: solved, didn't realize that I needed a node or a target for the two gauges to appear
  8. Just a question, and one that might have been asked already, but is it only parts mods that need to be compatible, or all mods, including plugins?
  9. I think the lag is due to the new optimizations that Squad has done to 0.23. I think that when you are looking at space the game completely ignres the ground textures, and hence when you are staring into space it runs fast; but I found that looking at the ground in both 0.22 and 0.23 have the same frame rate, at least on my machine.
  10. Just today I tried to create a KSP version of the SSC Bloodhound...it ended up flipping over and crashing at 35m/s...rather disappointing I must say.
  11. It is true that making KSP more realistic means that planes are more fun and rockets are more efficient, and I am for it. However, it would also put into the debates of whether or not we should include Deadly Re-entry and Real sizes as well for realism. If we do that, then the game becomes many times more difficult. It would also discourage new players from starting due to the extremely steep learning curve of making bigger and bigger vehicles, adding on to the already difficult game as it is. These mods arenice for people who already are veterans, but we still have to remember that KSP is a game, and it should still be fun, instead of frustrating.
  12. I've had the same camera glitch, but it's with my space stations, bases and lander. They seem to always be zoomed out to the max, I have a suspicion that it may just be because it was moved from the last save. On another note, I found the gameplay to be much smoother (my 150 ton ship no longer lags like crazy!) and the new tweakables to be very good, especially for my existing SSTO's.
  13. I'm not sure if you've heard of this, but there is a mod called Hullcam, where you can stick cameras on you carious craft. I think adding this mod would make for some better screen shots (and some more realistic too!) http://forum.kerbalspaceprogram.com/threads/46365-0-22-Hullcam-VDS-Added-Ordan-Telescopes-and-mapview-fix-Updated-25-Oct
  14. I usually don't have much space debris, but on a couple occasions I've left landers in retrograde orbit around the Mun (you know, just in case?). It turns out that every 30 minutes or so, those empty landers come within a couple hundred meters of several space stations...good think they are just far enough away. Plus they are heading in the opposite direction, so the relative velocity is around 1km/s
  15. When you can divide any number into factors of 2,3,5,7 faster than you can do it in a calculator so your burn is precisely on either side of your maneuver node..
  16. Oh god...just finished a rescue mission on the Mun where a lander is too low on fuel to return...and the rescue vessel returned with only 7 m/s left over... pics soon. Edit: Here they are. The rescue craft is arriving at my Mun station Unity 2 to refuel before attempting the rescue mission. A successful touchdown by the rescue craft, only 200 m from the stranded craft Just enough delta-v to bring the lander back...without sending ANOTHER rescue craft to refuel it.
  17. Kerbal Alarm Clock. I make a big deal of being able to play stock (this is so I can dig my hands into a new release as soon as possible) but it's been impossible to play at all now without KAC, thanks to the massive number of ships, probes and stations that I usually move at once.
  18. It may be a problem with the speed at which you are coming in at, and your computer's ability to render Kerbin as you come in. It's the same thing as trying to hit a target at 2 km/s.
  19. Single-launch bases: Basically, I am planning to take current small spacecraft originally designed to ferry crew members, and re-purpose as modular base parts. This means that instead of shipping custom made and large modules to the Mun or Minmus with large tugs, I can just use small vehicles that can dock together to quickly establish a base. And since each ship is re-usable and has its own power, they can disperse when the base needs to either be re-located or disassembled. Similar to the MarsOne program by SpaceX.
  20. Yeah, software like Norton and McAfee are the worst. My laptop came with McAfee, and after uninstalling it, it had a 50% boost in performance. TBH, so long as you aren't visiting sketchy websites or torrenting, Windows Security Essentials is all you need.
  21. This isn't technically a fail, more of a glitch, but I think it's worth it anyway. I was testing a new Single-launch-to-Minmus-but-need-to-refuel-at-a-station type craft, and after a bit of flying, I arrived at my partially assembled base. Unfortunately, one of my kerbals, while floating to the hab module, landed (and tripped) on the monopropellent storage tank and fell. Ominous screen glitch This has happened to me before, where the screen glitched and then the kerbal would magically appear in orbit. But not this time. There USED to be a base there. It seems kerbals have a very high energy yield.
  22. My god, you successfully created the N-1, with Mainsails...
  23. This is a great idea, but it needs a bit more refinement and needs to be more specific before anyone takes this up as a mod. It would just need some interfaces, or an "inspection" feature where the kerbals can EVA and check the integrity of various components. Also, it would be extremely nice if you COULD fix things, but it requires special tools in a special part module, that's probably very, very heavy, like 10-15 tons. That would add more challenge to the game and would make it more fun as well. Just a suggestion
  24. Wait, why is the command module still attached to the lander?
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