SteevyT
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Everything posted by SteevyT
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It looks like he's trying to sing dubstep.
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Dead for the second time in my career save.
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He was probably thinking "MORE BOOSTERS!" I just edited some gameplay video. This time it's my Minmus trip. Accidentally killed another Kerbal (Bob).
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More bang for your buck - What would you like next for KSP?
SteevyT replied to Kerbonautical's topic in KSP1 Discussion
I'd like to see better aerodynamics. -
Gameplay footage from a few days ago, but just uploaded it to YouTube.
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There does seem to be something off with the way the landing legs rebound. I mounted an engine pointed downward to increase force on a lander that I knew could sit near full extension. I compressed the legs all the way down and they only rebounded about halfway. Raising and lowering a single leg caused them all to kind of pop back to where they normally were under the weight they were supporting.
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Which one? My one that I record YouTube videos in is SteevyTable since that is my YouTube name. Otherwise I have "Experiments" and then my main one for myself is just called SteevyT.
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What did you name your first rocket?
SteevyT replied to Spacewalking on Sunshine's topic in KSP1 Discussion
I think every single one of my career mode rockets has been called "Untitled Space Craft" so far. -
Not sure about that one, I saw it in a mod for KSP 0.21 that Scott Manly reviewed.
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Because it would be a "warp" drive. It doesn't actually add or subtract any velocity from your ship, just moves it to another location. From a stationary observer, the ship will have the same velocity where it ended as when it started.
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I throw 6 on the 1-man capsules, but then again, I don't really care how the rocket looks, the single starting parachute is enough to bring the pod, 6 goo canisters, and a communicatron back safely.
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You are only getting 20% of the science transmitting that you would bringing them back. However, the thermometer, barometer, gravimeter, and accelerometer should all transmit 100% rather than the 80% or whatever they do right now. They are just storing numbers, those should be able to be transmitted intact.
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There are different crew and EVA reports for low and high orbits around Kerbin, Minmus, and the Mun. (Or at least one of the reports is altitude dependent, I forget which one right now)
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I made a diamond!
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Just kind of curious, what is the maximum amount of science you can get from the Kerbal universe? That is doing every experiment possible until they all return 0 science.
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Is it just me, or is research a bit schizophrenic?
SteevyT replied to Tassyr's topic in KSP1 Discussion
I currently have the thermometer unlocked, no clue where the NERVA is. Haven't seen its node. -
Is it just me, or is research a bit schizophrenic?
SteevyT replied to Tassyr's topic in KSP1 Discussion
You can do some really cool engine clusters with the small cubic strut. I think that was the thing a lot of (if not most) people used it for. -
How the SAS does seems to be very heavily dependent on ship design. I have some that it holds rock solid, others it lets wiggle around a bit, and yet others it oscillates, although I haven't encountered any death shakes yet.
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A change of plans when playing career mode...
SteevyT replied to Piggius_Max's topic in KSP1 Discussion
I found a way to make radial decouplers using the beams and stack decouplers since there aren't any radial decouplers for a while. -
May have made my ascent a little shallow.
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Science leads to wonderful things (PIC HEAVY)
SteevyT replied to Dave Kerbin's topic in KSP1 Mission Reports
Without science, I never would have thought to EVA while re-entering Kerbin atmosphere. Got something like 25 SCIENCE for that one. -
Not super clear how to accumulate 'science'...
SteevyT replied to Oddible's topic in KSP1 Gameplay Questions and Tutorials
EVA's while flying through the upper atmosphere produce fun reports. -
EVA, do report, re enter capsule, wait for new location, rinse repeat.
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This is what I did. I got 475 SCIENCE! from a single trip to Minmus. No batteries.