Sabastian

Members
  • Content Count

    36
  • Joined

  • Last visited

Community Reputation

3 Neutral

About Sabastian

  • Rank
    Rocketeer
  1. Sabastian

    Update 1.2 Pre-release is here!

    Yup, same issue over here.
  2. Another issue I'd like to bring up: Probe Cores Early in the tech tree, the player gets access to the Stayputnik. "Great!" the player thinks. "I can use one of these for a one-way Mun shot!" The issue I've run into is that the Stayputnik apparently overheats and explodes during launch. I use the word "apparently" because there isn't actually any feedback to the player that overheating is happening. In my experience, the Stayputnik tends to just 'Pop!' around ~35k km with no warning and no re-entry effects observed. Obviously slapping a spherical probe core on top of a rocket isn't an optimal solution, but the issue here is that the player is left with no other alternative. Protective fairings are a long way down the tech tree, and the Stayputnik won't fit inside the small storage bay that we get early on. Additionally, the game doesn't allow you to place the small nose cone on top of the Stayputnik (What's the point of that nose cone, again?). So the two issues I see here are: 1) Inconsistent / Lack of feedback to the player with regard to part heating. 2) The tech tree presents problems which the player cannot solve with the given tools. For what it's worth, I was able to get my probe into orbit by throttling back and using a steeper accent trajectory, but I only knew to do that from reading the forums and understanding the idiosyncrasies of the new aero model.
  3. Sabastian

    Addressing Yesterday's 0.24 Info

    Thanks for the update, guys. Delays are always a bummer, but the honesty and transparency about the process is very much appreciated.
  4. Glad to hear that the saga continues, KSK! Eagerly awaiting the next installment!
  5. Sabastian

    Do you worry about time?

    I just use Kerbal Alarm Clock. It let's you launch a mission and then go do something else while it chugs along in interplanetary space.
  6. I usually just try and keep the g-meter out of the red zone during reentry. A pe of around 10km usually works pretty well even when coming in from interplanetary trajectories. For the purposes of role playing, I typically assume that the kerbonauts are wearing g-suits for reentry and can therefore sustain up ~10g's for short periods of time. As was the case with the Apollo missions, skipping out of the atmosphere is not an option in my space program.
  7. Sabastian

    Science Part: Camera

    I've wanted a camera for a long time, but I never thought of having it linked to a museum! Man, that would be so cool, and the functionality is almost there with the science archives.
  8. I have a couple "house rules" for my missions: 1) Pods can only house one half of their full capacity for long term missions. The number gets rounded down in any situations involving half-Kerbals. IE, the Mk1-2 can only house 1 kerbal for interplanetary travel since cutting kerbonauts in half outside of missions was deemed to be "wasteful" by upper management. Engineering is still in the process of looking up the definition of "wasteful." The hitchhiker can therefore house two kerbals on long flights. This tends to work out well for your standard 3-crew mission where the extra half-kerbal worth of space can be used for extra snacks. 2) Lander cans don't have heat shields, and are therefore not suitable for returning to Kerbin. 3) Rockets should look plausible. I am not Whackjob, and more importantly, I don't have Whackjob's CPU. Plus, I like building stuff in orbit. It's fun.
  9. Glad to hear it, KSK! Eagerly awaiting the next chapter!
  10. Sabastian

    I'm going to 3D print your spaceship and send it you

    I was just thinking this as I watched the Lego Movie last night! I think it'd be easy to make things attach in line, but radial attachment could be a bit tricky. I would buy the crap out of a set of buildable Kerbal rocket parts though. Let's make it happen!
  11. Don't you still run into the 40% transmit cap?
  12. EVA a kerbal close (you need to be very, very close) to the science module that you want to grab data from, right click the data module, then click "Collect Data."
  13. You can EVA a Kerbal out to collect the experiments, store them in a command pod, then use the lab to clean up the experiments. Return the command pod for 100% science!
  14. Yes, I amazed while reading the original post at how much of it found its way into 0.23. I would really love to see a camera part though. Just think about how the history of spaceflight has been defined by photographs like this one:
  15. Sabastian

    [1.2] L-Tech Scientific Industries V4.2

    Anyone know if there are any plans to update this? Has anyone tried it in 0.23?