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CCKinnison

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Everything posted by CCKinnison

  1. 1. I like the idea of the new buildings/upgradeables. the implementation could use some work. Ugly riveting patching of an observatory exterior is possible (although appalling in the cutrrent look). a TANK put together that way... no. *A* patch on a tank is one thing. one made from patches is stupid. even for kerbals. 2. Kerbals did not follow the human approach to rocketry. I don't think SQUAD has addressed this canonically, but I always thought they progressed roughly the way humanity did through early aviation (say, end of WW I). The Robert Kerman launched the first test rockets... and something in the racial Kerbal mindset went NUTS for space. KSP starts with 1920s technology. No jets. No transistors, no printed circuits, no electronic computers. This interpretation of the first KSP base is appropriate for my headcanon. It's obviously not perfect, since even their first parts have better electronics than my thoughts allow for, and the first planes in KSP use jets... But Kerbals are FAR more driven to get into space than humanity is/was. This explains their risk tolerance, and putting mostly-unskilled shmoes like... oh... US, THE PLAYERS, in charge of their space program.
  2. That would be most awesome. I can LIVE without KAC, but it makes me happy and able to run a more involved (many missions) space program. Your effort is GREATLY appreciated.
  3. There is a persistence file... I'm sure you could MOVE it on a thumb drive... I don't know if you could configure the game to RUN it off one. (same general principle as what you're trying to do)... Try either or both of the "How To" and "Support" subforums.
  4. I love books. I have about 3 thousand in the house. Yeah... I have a bit of a dust problem. I also have a Kindle DX, which makes a DANDY paperweight. I just Soooo prefer paper to using it. Oh, and I just bought the book that started this thread off Amazon.
  5. 50 degrees? whoa. now THAT's some takeoff wobble.
  6. FAR, I believe, is supposed to make it easier to get to orbit, that may be the issue involved. I'd like it for the Aviation-level changes, but I don't want to make it easier on my rockets.
  7. Well, since it's a Wiki campaign, feel free to use a stock antenna and call it done.
  8. If Kethane can be extracted in usable amounts from Kerbals, it's obviously a full CHON-equivalent compound that makes up organic life. Since it's found on airless bodies, it would seem to have no direct analogue IRL. Xenon/Zeonium is the only compound that cannot be EASILY accounted for... but we're still dealing with a completely fictional universe. When and if Kethane enters the base game, it does. If it remains a mod, *shrug*. The basic method of scanning for and extracting resources that Kethane uses is sound. I do agree it's a bit of a "wonder compound"... but it's not drastically OP. After all, if you can scan for it, it's a fairly small investment of time to extend the scanning to other resources.
  9. Zoom "in" and "out" in the VAB with + and -. Took me forever to find that trick out. As for "front or back"... if you mean you want to, say, strut the INSIDE of a "tank farm"... you can do it, but it's ugly. Zoom in so that you're INSIDE the rocket. The scroll up and down and rotate your viewpoint... and lots of experimentation. Hope that helped.
  10. Well, either MechJeb or Engineer is usually enough. Both is kind of data overkill. Kerbal Alarm Clock is not really info on your ships... but it's INCREDIBLY useful for running multiple missions, especially long-duration missions. You set game alerts for events (SOI changes, maneuver nodes, etc), and it will bring you out of time warp, even if you're on another mission, and remind you, so you don't miss it. "RCS Build Aid" - very useful in the VAB for ensuring that you place RCS thrusters around the Center of Mass equally, or as evenly as possible (fuel burn changes COM)
  11. Retrieval of splashed-down/landed parts will probably be part of career mode. So, eventually, yes. There is no significant reason to worry about what happens to them right now. Once landed, end the flight so you get the crew back.
  12. Depends what mods are working. Stock: Fuel stations around Kerbin/Mun/Minmus. Possibly Remotech. Once Kethane and ISA Mapsat are working, mapping probes EVERYWHERE. Also - Kerbonaut Training!!!
  13. Aw. it's not all bad. Mods might be compatible by the time you get back. Also, Welcome back!
  14. After you get 5 posts, the forum believes you're a real person, not a bot... You won't have to wait for post moderation, and can then edit your profile/avatar/sig/etc.
  15. Seems possible, but resupply would be a pain. High Mun orbit or High Minmus orbit would probably be a more effective use of time in the long run, assuming you're using Kethane. Stock, your idea might work, but you're gonna end up with a lot of empty tankers somewhere. Okay, here's the ultimate in crazy for this... 2 (or more) stations, inclined about 5-10 degrees in orbits, oppositely, so they won't conflict around Kerbin. Very elliptical orbits - ~80 KM to edge of Kerbin SOI. Match orbit, refuel, separate, then burn though Periapsis to get escape velocity towards inner or outer system as needed/desired.
  16. Skyrim #1, KSP rising fast. The real #1 of all time was probably City of Heroes, but not Steam, and no longer exists. LONG ago, I did a scan of my characters, trying to figure out how long I'd played that game... In the first Six months, I spent about a QUARTER OF MY LIFE playing it (then time for work and sleep on top of that)... I continued to play the game regularly for over 6 years... so KSP has some catching up to do.
  17. Buy. Experiment, play. There's a learning curve. I wouldn't start any MAJOR interplanetary colonization missions before the update, but probes, Mun landers.... so much to DO, even after you've mastered building, launching, orbiting, maneuvering... Buy, Buy, Buy.
  18. I would be... content. But not overjoyed. The mod community would, hopefully, keep things rolling for a while. There's a LOT in this game I haven't done yet, but without the community here on the forums, the drive to do ALL of it would be... less. That said, I'd accept it, hope someone else might take up the task, but I'd keep playing.
  19. End Flight causes all of the CURRENT ship to vanish. Note that ejected stages immediately become either separate craft ( if they have a pod or core) or debris, and will not be affected by it. "End Flight" is considered evil because it's cost almost EVERYONE a ship, a probe, a Space Station, or the like. If you use it on your space station, your station, and everything docked to it, is GONE. Period. SO you can see how it got an evil reputation...
  20. Welcome! Good luck, and if you have any questions... well, that's what this crowd is for.
  21. Foils drop after Steam Level 10 is reached.
  22. Moon Goddess: I've had that problem (not that extreme, but still). My process is to break it into multiple burns, about 2 minutes each side of Periapsis. For perfect transfer windows, this is obviously non-optimal, but my kerbals are both patient, and opportunists.
  23. Dunno, but there's obviously a Structural Element to build things of... I suggest "Strut - St". That way, EVERYTHING is made of Strut. Xenon. "Xe" Monoprop. It's obviously not Propellium, since it doesn't need fuel lines, etc. "M"? Also, Kethane. Which, due to it's convertability, may in fact be a compound of several other things... Or the Converter can just be magic, which is probably better... because if it makes "M", "Xe", "Pr", and "O", where do those go when it's not making them? So call Kethane "K".
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