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Caelib

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Everything posted by Caelib

  1. For those going on vacation, enjoy your well-deserved time off
  2. I have not, but I find using gravity braking on Tylo or Lathe to be much more practical. With Tylo, simply passing within 250km in front of its orbit is usually enough for a Jool capture.
  3. The game is what you make it. If you WANT it take longer, then stare at your screen in real-time for one complete rotation as it goes around the planet and pretend that is what it was doing the whole time Consider the possibility that there are certain mechanics that aren't game-play elements because they aren't "fun".
  4. Yup. I can do a full career on Normal in stock, but I found Hard-mode to be a little too unforgiving without being able to see delta-V so that is why the only mod I use is KER.
  5. Good job, this is definitely a challenge! In my experience, you're hitting an unpredictable moving target with floating point calculations ... there were many times where I tried to do a rendezvous, but when I would time-warp, the target would be at a completely different distance than what was displayed prior to time-warp. Moral of the story: time-warp + deep space rendezvous == baaaad
  6. I use KER, but that is all. In addition to preferring the difficulty of using stock + hard-mode, I can still enjoy the game when it is updated rather than waiting on all of the mod-makers to adapt to changes. I wonder how many mods are going to break with the Unity 5 update?
  7. Disagree 100%, this setting is GENERIC and implies that affects all displayed information. Really, inarguable: The fact that the moderator flagged this is as "not a bug" is a bit disappointing and subjective. Time warp for "1 day" takes 24 hours when this setting is enabled, the same factor should be applied the Lab's calculation.
  8. Whether it is intentional or not, it should be changed because a "day" is a "day" per the game setting, so the Lab Module is wrong in that respect.
  9. The Mobile Processing Lab "sci/day" Rate Computation appears to be hard-coded based on a 6-hour day, even if the user changes to 24-hour days in the game settings.
  10. Probably the one without a nosecone because it's creating less drag.
  11. Trying to determine your inclination based on the navball by "eyeballing" it is useless if you're trying to get within 5 degrees. I believe the OP is trying to get an inclination of 0.0, which cannot be done via the navball.
  12. If you consider "beating" KSP having landed and returned from every celestial body, you've got a fun, long road in front of you. According to Steam, I've got 1000+ hours logged so far and I'm still enjoying it. If you think the game is fun now, just wait until you're docking things in orbit and landing on the moons of Jool -- there will be hard times ahead ... but very rewarding in terms of satisfaction of having completed such feats.
  13. Also keep in mind that returning them to Kerbin safely also means they join your crew, which means you don't have to pay for replacement Kerbals -- this is especially helpful in hard-mode.
  14. With regard to rockets, I feel like fins are just a band-aid for non-efficient aerodynamic craft design. If your rocket is flipping, you're probably going too fast and/or trying to put too much payload into orbit with not enough rocket.
  15. I have not gone "nowhere"
  16. KSP is hard. There will be times when you're really frustrated. But on the other side of that difficulty and frustration is probably some of the greatest senses of accomplishment to be had in a game.
  17. It seems this contract can be completed by simply opening the tracking station and double-clicking on the sun to "target" it. I have no craft outside Kerbin's SIO and in preparation for my mission, going to the tracking station caused the contract to complete.
  18. If it feels like cheating to you, then it is. IMO, you are definitely manipulating the "system" because the contracts seem like they are designed with new craft in mind in terms of the reward for science/funds/reputation. That being said, you should play KSP the way that makes you the most happy. The difficulty sliders are there to adapt the game to meet your level of ease/difficulty with any given area. If you're playing a mini-game with the contract system, then it might suit you better to use higher yields if the game feels too grindy and you feel the need to constantly be declining contracts to work-the-system.
  19. This seems like the most likely explanation.
  20. Other than the materials bay, most of this can be customized through custom difficulty settings. I don't really use the materials bay, it's just extra weight for very little overall science when you compare the cost in delta-V to haul it around. As far as procedural fuel tanks, I don't think this is something you will see in stock because Squad has stated that it detracts from the "Lego-like" building process (or something like that).
  21. The root cause of this frustration was due to the fact that Science Part A's data was transmitted, the antennae was in the process of retracting when I attempted to transmit Science Part B's data ... so the data had been REMOVED from the part and was stuck in some nether region between the part and the act of sending it. In the past, I was able to "fix" this by just using "Transmit Data" or just attempt to transmit another chunk of science.
  22. I don't remember it ever working that way, but I could be wrong.
  23. Prior to 1.0, the "Transmit Data" function on antennae would transmit any pending data. In 1.0, it seems that this will now do a complete purge of all stored science data and transmit it. While this might seem like a good idea on paper, I lost about 3 hours of hard work because all of my surface samples were removed and transmit when I did not intend for that to happen.
  24. Here's the thread I was referring-to: http://forum.kerbalspaceprogram.com/threads/120067-Rethinking-the-nuke-engine-where-can-we-take-it-from-here
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