Geschosskopf

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  1. Hmmm...... Having recently returned to KSP in 1.7 after taking a break after 1.3, I have noticed that the stock game + DLC now contains many of the things I used to use mods for. As a result, the number of mods I currently use is WAY less than it used to be. Thinking about your desire to build stations and not mentioning KER and KAC which you already use, I can offer the following. Quality of Life: RCS Build Aid: Lets you build balanced RCS (useful for that station you want to build) as well a spaceplanes whose CoM doesn't move enough to matter between launch and re-entry. Surface-Mounted Lights: Small, unobtrusive, extremely useful for finding the small part you need to right-click on while orbiting in the dark. MechJeb: Once you get scads of ships doing different things, it's nice to be able to automate some of the highly repetitive things you've already done 10000 times. Also, it's got an excellent transfer window planner. Station Parts: MOLE: Nice labs and new experiments to do in them. Also a nice selection of 1.875m parts (probe core, SAS, new engines, pods, tanks) which are great. Also, has a fuel-switcher plug-in that's quite useful to have for its own sake. DSEV: Like MOLE only moreso---bigger parts, centrifuges, huge girder elements, etc. Intended for starships but also works excellently for stations. Visuals EVE: This is where the clouds come from. Can also be forced to make haze and stuff. Not THAT huge of a performance hit. Scatterer: This is what REALLY makes things look good, with cool waves in the ocean and all. However, it's a BIG performance-eater. My system can't stand it so I just use EVE myself. Stock Visual Enhancements. An alternative to EVE if you're using the stock system. I rather like it better than EVE. However, I don't often use stock system these days so I don't often use SVE.
  2. Well, I saw the banner change on the forum last night, mulled it over, then read this whole thread this morning. My reaction, as it is to almost all things in life, is a little mixed but mostly positive. First off, I'm not at all surprised at the announcement of KSP2. I've been expecting it for a couple years already I mean, KSP is immensely popular but long ago got about as far as it could without a major overhaul. But a major overhaul is about as much work as making a new game while still retaining most of the original limitations and problems, so a new game is really the only option. So yay! Glad to see that finally happening! I'm also not surprised at the new features. I mean, what other direction is there to go other than colonies and other star systems? Both of which I enjoy doing a lot so I'm looking forward to that. Yay again. And I was going to be buying a new computer shortly anyway..... The one reservation I have is the switch from Squad to Star Theory. It definitely won't be the same as before but I think the KSP community has enough inertia to get Star Theory on board with us once they venture in here, and not us having to adapt too much. My main concern is the future of Squad and all the folks we've known in that outfit for so long. I hope the future is bright for them. As to everything else, there's no point in speculating. Those who know can't/won't say anything yet beyond the initial announcements but I'm sure they'll keep the hype train rolling with semi-frequent teases.
  3. I hope your adventures made (or can be enhanced and retold as) a ripping yarn to spin for your grandkids, now that you're out of that story arc. Primary colors rule! That's why Piet Mondrian Starfleet and the Circus use them. I hope you got picked up by Starfleet. Otherwise, things might end with brain blenders.... I trust your notebook obeys the 3 Laws
  4. I like this. Simple and avoiding all that mucking about with geostationary nonsense
  5. Hehehe, I actually have that song playing in my mind whenever I launch a flotilla. Such departures are about my favorite thing in KSP. Well, sadly, BARIS malfunctioned itself so isn't around to cause problems. Thus, there's not a lot that can go wrong here, other than the universe imploding again. It'll take about 3/4 of a year to get to it's 1st burn point, then about 3/4 again to get to the second. It's the paradox of going to something not very far away. In a little while, I'll be sending another flotilla to Scaythe (next planet out from Rhode) and possibly to Fury (innermost planet). I expect both of these to arrive before Hydrus Expedition 1. No doubt. The only stations I put any thought into are the ones I intend to use myself. The others are just what the customers ask for. As they only specific a "Collection of Parts"TM, details like comfort and convenience are not considered. Brilliant idea! I'll have to keep that in mind should the need arise
  6. Yeah, in the Moon-centered frame, it looks like a banana peel draped over the north pole :). This is another thing I don't quite understand. Because the whole NRHO family of orbits is based on the L1 and L2 points on a line between Earth and Moon, the one that goes over the Moon's pole is always essentially face-on to Earth. While this keeps the Gateway always visible from Earth for communications, it also means the Gateway orbit is 2x 90^ out of plane to the approach path of a ship leaving Earth. 1x for being near-polar instead of equatorial and 1x for being face-on instead of edge-on to the approaching ship. IOW, about the worst possible target for efficient transfers on a direct approach. So why is this advantageous in real life? Is there a funky 3-body way of getting there that's less wasteful? Of course, in 2-body KSP, polar orbits around Mun retain a constant orientation so vary between being edge-on and face-on to Kerbin as Mun goes around. Thus, if you want to rendezvous easily with something in polar Mun orbit, you just wait until Mun carries the orbit around to be edge-on to Kerbin. Then you just adjust your approach a bit up or down to arrive tangent to the top or bottom of the target orbit, depending on which way you need to go around Mun. Very nice station-building. I think this video also shows the double plane-change I was talking about above.
  7. Still, not a fun place to go. I'm pretty sure that spike is the centrifugal force from making a U-turn of nearly zero radius around the singularity while travelling at ludicrous speed. Hahaha, that looks awesome Well, that's somewhat disappointing but also probably for the best. I salute the brave Kerbals who took part in this experiment.
  8. It isn't? That must have changed in my recent absence so I've been careful to keep speeds under the listed number. Glad to know I can go a bit faster. Well, an Elcano is largely a test of the player's patience and how long he can hold the drive key. And avoiding disaster through complacency. That's impressive enough even if the terrain might not be that challenging. I've only done it once, on Kerbin, by sea (except for where you have to cross a narrow neck of land)). That was enough for me. Duna's north polar region is definitely a challenge for rovers. It's like a pizza radiating 5-10^ of latitude out from the polar mountain with the "slices" separated by impassable ridges and deep chasms with sheer cliffs. You can reach the huge polar mountain by driving along a "slice" although this gets difficult the closer you get to the pole. But then the way is blocked so you'd have to backtrack to the edge of the "pizza" and go around it to continue. Another issue with going to the north pole itself is that the ridges on each side of the "slice" you're on block sunlight from reaching your solar panels, so it's a good idea to have some other source of juice. The weird part, however, is that the ridges only filter out the type of light used by solar panels. Visible light still penetrates the ridges so that boulders on the ridge to your left, which are below the skyline and shielded from the sun, still cast shadows on the surface of the slice and on the ridge to your right. It's bizarre. Congrats to Kagas! Glad her ride home hadn't left yet.
  9. Only you... Back in the High And Far Off Days Of Gods And Heroes, I had some Kerbals fall into the then-common gaps and cracks in the ground of various planets, the 1st by accident, the last dozen or so on purpose. My experience was very similar to yours to start with but all "volunteers" actually hit the core and died. Attempts to miss the core using a jetpack were unsuccessful due to the Kerbals being ragdolled. So I'm thinking you managed to miss the core due to not falling straight down somehow.
  10. The level of detail here is just incredible! Such a massive project. Bravo! I think you'd really enjoy Planet Coaster.....
  11. A very impressive vehicle that also looks quite cool! Congrats on the successful mission!
  12. Krakpots! Love it This promises to be good.
  13. Congrats to Kagas on the speed record! But how'd the wheels hold together at 188m/s? Pretty cool you got to watch the probe launch.
  14. EPISODE 7: A Whole Lot of Nothing For them as might not get the above link, it's The Rifffs "Whole Lot of Nothing". Which basically sums up this episode. Lots of sound a fury signifying nothing. Feel free to ignore this whole post. Anyway, on with the show, such as it is. ================================================ This episode marks the 1st time the Beyond Hope Travelling Circus has left Rhode's SOI and it did so many times for various purposes. Lots of contract jobs to try to recoup the vast expenditure on the useless Only Wave base on Lua..... The 1st ship to leave was the Class C Roid Sniffer Mk 1 intended to meet that sort of roid in orbit around the Tempus System Barycenter. Just sniffing a Class C roid satisfied a decent contract but the Circus decided to get some extra World's First awards from EPIKFAIL (Extravagant Projects Induced by Kerbals Following Absolutely Incorrect Logic) for doing this outside Rhode's SOI. The roid wasn't due to enter Rhode's SOI for about 180 days but Mission Control hoped to intercept it about 50 days before that. Then it was finally time for Hydrus Expedition 1, which had been parked orbiting Rhode for about 2 months, to leave. This went off about as well as could be expected with most of the 5 ships exploding their over-built lifter stages during their ejection burns. The 1st pic shows, from left to right, the Hydrus Polar Relays, the Hydrus Science! Probe, and the Hydrus System SCAN-Ore Probe leaving. The 2nd pic shows HE-1 PHESTER, the Hydron Science Probe, and a map view of the whole flotilla on its way. Because Hydrus is not far inside of Rhode, the outward trip would take nearly a year, about 380 days. Then there was a contract to put a SENTINEL in between Rhode and Hydrus. This will take about 1.5 years to reach the specified orbit. The next target of a crewed flight is Ash, the distant, semi-molten 3rd moon of Rhode. To pave the way for this (which involves contracts and EPIKFAIL awards), the Boffins decided they needed an equatorial relay and would also snag a "position a satellite" contract with a 2nd ship. Which they forgot to put relay antennae on. D'oh! Fortunately, this wasn't such a huge oversight so only resulted in a few mid-level Boffins being flogged, no executions. The only ship NOT to leave Rhode's SOI this time around was the Class D Roid Sniffer, which intends to intercept such a roid as it comes into Rhode's SOI for another payout. But this won't happen for a while. It's doubtful this probe will be able to capture the roid but the Boffins gave it a lot of extra dV just to see what it could do. By now, the 2 probes launched for Ash had completed their week-long trip to its SOI but it still took them 4 days to get from there to their Pes. These 4 days allowed several missions to Lua and Armstrong, both only a few hours away from Rhode, to play out in their entirety. First, there was a contract to rendezvous in Armstrong orbit so the Boffins took the opportunity to add some more docking ports to the otherwise useless Armstrong Station, which nobody ever intends to visit except for contracts. This little ship was powered entirely by monopropellant, another 1st of its kind, just to see if it would work. Then, while Megbrett and her jolly crew of LBE-1 were still fully mapping out just how futile their whole enterprise had become (80 days and counting), they looked up and saw a rather large lander coming down from the north and landing well to the south. This was to satisfy a contract to build a base on Lua. Again, nobody expects ever to use this facility. And then it was back to Armstrong to rescue Tamrid (or whatever her name is--nobody bothered to write it down) AND recover her wreck. The Boffins considered doing this in 1 trip but decided against this due to having no idea what the wreckage was. This proved a wise decision as "Tamrid" turned out to be in a Hitchhiker can. Just the crew rescue, however, satisfied not only half this contract but also an EPIKFAIL contract for transferring crew in Armstrong orbit. Now the Boffins just have to figure out how to catch and land the Hitchhiker. "Tamrid" seems to have been stuck in Armstrong orbit since before the previous collapse of civilization,. She speaks an archaic dialect that's largely unintelligible and seems pretty much riddled with Space Madness, so we might not hear from her again. Once "Tamrid" was being debriefed/dissected, the 2 Ash probes had finally made their way to center and captured into their assigned orbits. Ash's glowing lava continues to impress and the Scientists are already trying to figure how to get Kerbals to wade out into it. And finally, the Class C Roid Sniffer Mk 1 met up with its target about 44 days before it reached Rhode's SOI. It only has about 80m/s left in its tanks so is just along for the ride from this point. And that completes this whole lot of nothing. Mission Control apologizes that no Kerbals were harmed in this episode, except for the culture shock being experienced by "Tamrid", which really doesn't count. Hopefully, something more interesting will happen next time. Tune in next time for more of the slow spiral into damnation.
  15. Work 'em hard enough and they'll be grateful just to catch a bit of shut-eye, not caring whether the lights are on or off. 6-hour watches with frequent all-hands evolutions disrupting the routine will see to that I bet they drank themselves blind and then slept for 3 days straight when they got back down Awesome construction project! But you need to have a storyline involving the "Aardvark" tugs saving the day.