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Space Peanut

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    Rocketeer

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  1. I really loved the "flying by the seat of your pants" feel of trying to get to the Mun without nodes but you probably right here. New player would bumble along, get nodes and think "what the hell are these for???" and not really appreciate how important they are. Maybe the game needs better in-game manual to explain this kind of thing?
  2. It could be the side effect of some mod I have installed but this map screen "burn time to 0 m/s" info is pretty useful!
  3. I think this a cool idea although might be harder than we think to implement. Be a great modding project though if Squad do not take it up! I'm reminded of the TV series "Defying Gravity" which was based on a similar premise - travelling the solar system collecting mysterious alien artificats. Actually quite liked that program but it ended up getting cancelled midway through its first season and the final episodes got pretty confusing as they attempted to squash too much of the story in in a short time.
  4. never had an issue in my short experience - 2 sub-orbital returns, 2 orbital returns, 2 returns from the Mun [sOI / Orbit] - so far. capsule with 2x radial chutes + service module [loaded with batteries and goo canisters] + heat-shield - my parachutes deployed while still in orbit [in same stage as stage-separator]. turned my capsule retrograde so heat-shield facing the right direction = happy landings. not sure what other people are doing differently? sure will happen to me too eventually (in another way!) but seems like a lot of us are following old habits that don't necessarily work in 1.0 instead of taking into account the [moderately] increased realism.
  5. luckily (???) for me I work nights. So hopefully by the time I get back home at around 0730 28/4 New Zealand time [1630 27/4 Rio time] it'll have been released and downloaded...
  6. good stuff. yeah i don't know if will ever have the patience to try this myself, much as i would like to. excited about 1.0 though! hopefully will be out by the time i get home from work tomorrow morning NZ time.
  7. cheers, will give structural fuselage it a go next time i load up the game. Had a terrible experience with an incredibly wobbly four nukes docked to the bottom of a big orange tank. Because it was such a wobble-fest I had to be patient and do a burn to Jool at 1x speed... got bored and left the room to get a drink and came back to find the rocket De-orbiting!!!
  8. People have mentioned this in passing but I have to say that designing ships that can get to orbit with sufficient numbers of LVN's to do the job in decent time is something I really struggle with. Have tried launching the engine blocks seperately and docking to the main ship but often it just ends up a wobbly mess.
  9. god that must have scared the hell out of Jeb & Bob him banging on the hatch trying to get in, no wonder they left him out there!
  10. not quite on topic but would love the different specialists to have different coloured suits. as well as the suggestion to be able to tell their level by what they look like. pilots maybe in orange, scientists in blue, engineers in green? dunno? but would be nice to be able to instantly spot which was which.
  11. looking at that lift-off... thank god the aerodynamic update has not been done yet!!! good luck with this new project
  12. Nice work! Quite extraordinary how much can/could get done with this engine and the world they have created. how long did your epic journey take in game time / real time?
  13. phew! bet you and crew never want to see /anything/ purple ever again!!!
  14. tragic story!!!! not hard to get attached to the little guys. must admit that I select new recruits based purely on the humour value of their names. Wehrbro is one of my favourites.
  15. Glad to hear everybody is OK! Hope some of the developers have seen your great story, might be some bug fixes in order here.
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