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FlamedSteak

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Everything posted by FlamedSteak

  1. Providing you don't look at it purely on Delta V requirements, the Tylo return mission is up there difficulty wise as Eve. It definitely requires greater navigational skills. 1. It's further away, so intercept windows are trickier and requires more delta V 2. It's a moon, so it's not a direct intercept unless you want to forgo a Jool aerobrake (which i don't know why you would) 3. Plenty of other bodies that require navigation, or they'll pull you off course. 4. No atmosphere so it requires a high gravity powered decent. The big thing that tips the scale in Eve's favour is that you have to fight double Tylo gravity and a soup atmosphere on the ascent. Without doubt Eve's ascent is by far the most demanding.
  2. Because I believe from now on our greatest human achievements will be in space. If we'd stayed on the same trajectory as Apollo life would be more than a bunch of rich guys trying to figure out how to coax that last 1% out of the poor guys. I believe we've lost our way as a species where consuming has become more important than creating. In KSP you get to dream all the things that should be possible but aren't. That was a little more flowery than I was intending but you get the gist. In short; space is cool.
  3. "The plane is veering slightly to the right of the runway......oh god....OH GOD! ccrrrkkkkkkshhhhhhhhhhh" "Spaceplane 1, come in spaceplane 1, do you read me? over.........okay looks like he's dead. Alright, build another one, but this time angle the wheels 5 degrees more to the left, I'm certain it'll work this time."
  4. Record it then lay down your vocal track afterwards, that way you can edit out the boring bits.
  5. This is not the most difficult or impressive, but it's definitely the coolest thing I've put together in KSP so far. There is a Kethane miner on the surface which will rendezvous with the station when the fuel supply gets low. Though the amount I'm using it's doubtful if I'll ever need it. The size and low gravity of Minmus makes this the best way to visit all the biomes rather than running multiple missions from Kerbin. I had forgotten how ridiculously quick and easy rendezvous are around a low gravity body. I'm going to replace the science lander with a manned capsule, the lack of surface samples and crew reports is certainly making progress a little slower than it should be (Bill isn't doing much in the habitation module anyway)
  6. 70% of my spaceplanes are failures, though I feel like I've learnt a lot over the past few weeks and have become reasonably competant at building them. I don't have a lot of launchpad failures these days, usually it's just a matter of radially mounting a few extra rockets for a TWR boost to get me over the line.
  7. I'm quite happy with how it is, the main additions I'd make are; 1. An animation for collecting samples. 2. More varied biomes that tell a story about the planet/moon (however with less value for each) Unmanned probes are and should remain less useful scientifically, they should be utterly tedious. I've heard plenty of nasa scientists say that with a human on the ground on Mars, they could do in a few days what it has taken Curiosity a year to accomplish. Either way there will always be a team of folks ready to ***** and moan about every aspect of ksp. Some people will be happy, some people will foam at the mouth with indignation, it's just the way the game community works. It doesn't make a lick of difference how well squad do their job, some people will be unhappy in the manner in which they have done it.
  8. I hate to say it but KSP just peaked for you. Nothing is as satisfying as the first Mun landing.
  9. Dammit, I just redesigned my Mun lander to cart home all the experiment kit because I thought you needed to recover all the parts for the points.
  10. Well, I must say, that is impressive.....you remembered to add a docking port so you can refuel it right?
  11. We've all put them on backwards before, there's no shame in it. I still often screw up mounting the Senior ports, I really wish Squad would put a "This side facing stoopid" label on the docking ports. Nothing worse than spending an hour launching, rendezvousing, carefully lining them up and then watching them bump into each other like halfwitted blind donkeys. In this case though, I can't see anything to suggest why they didn't link up. Has to be a bug, potentially due to the massive size of what you're trying to dock together.
  12. Hmmm, good suggestions here. Particularly adding a thrust-shield and I-beams as a port guide. The only other thing I could do is put an orbital station in place and have a mobile Kethane lander, plus a Science lander. Then do all the processing from orbit. Not as effecient as doing it all from the surface though, hauling the kethane miner into orbit and back to the surface again is going to cost a fair whack in resources.
  13. So I'm about to start doing science on the minmus biomes. However rather than send ships back and forth I'm thinking of landing a Kethane miner/Science Lab Base and have a science lander dock with it to return science, reset it's experiments, refuel and then venture off in search of more science. The problem is, I'll have to land the lander onto a docking port without the use of MechJeb. Has anyone ever done surface dockings with much success? I'm certain Minmus is the best place to do give this a go, but I'm worried it's going to be too much of a challenge and I'll end up destroying the entire base with mistimed throttle adjustments.
  14. As long as they're not nickel and dimeing us to death, then I'm good. I have no problems with legit DLC, but if they go all EA on us I'll be upset.
  15. What speed did you land at? I had a Mun lander come in a little hot (about 8 m/s) and bury it's legs halfway up.
  16. I have been watching the From Earth to the Moon series, and one of the great episodes covered the geological side of the Apollo missions. What struck me was how fascinating but so often overlooked it was, and just how important it was to have people on the surface who knew what they were doing from a geological sense. So the thought struck me; why not have kerbinauts with different skill sets. For example a Kerb can do everything, but he can only be good at one thing. One may a good pilot and offer sas benefits (being able to more effectively pilot unbalanced craft). Another may be a skilled rover driver and engineer (less flipping and can do field repairs) and finally one is able to recover more science points but is essentially terrible at the other things. At least this way there is a point to taking 3 kerb capsules rather than just self-imposed rules. Certainly infinitely more interesting than just have stupidity and courage stats when deciding who to hire. Also it wouldn't be a horrible idea to have multiple mission kerbs will grow skills in all three areas. Making them more valuable and worth bringing home rather than leaving them stranded.
  17. Most things in life are easy once you know what you're doing.
  18. Knew both, though both are usually things that you find out from others.
  19. Nobody ever said that KSP was supposed to make sense.
  20. Can't believe you didn't get more of a reaction to this one, it is hilariously brilliant.
  21. I saw this one a few years back, I think of it every time Curiosity posts a selfie on Facebook.
  22. Yeah I think that was one of the most unfun things about the update. Crazy low gravity jetpack EVA's are the most fun you can have with your spacesuit on.
  23. Or Aquabreaking. Nothing worse than completely balsing up an aerobrake. Especially when you're doing it as far out as Laythe.
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