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About jwilhite

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    Bottle Rocketeer
  1. You really don't have to be very exact in order to complete the satellite missions. If the two orbits just look pretty close when you eyeball it, the contract will complete just fine. So, as others have said, it isn't your precision that's the problem. You're probably just going the wrong direction.
  2. That's funny. I end up starting new games a lot because I think the early game is so much fun now, especially in hard mode. You actually have to do a little strategic planning about which buildings to upgrade when. And it's kind of fun to have to get around without maneuver nodes or to build your rockets with weight and part count constraints. I like the puzzle aspect of it. It's during the grind to 6,000,000 to unlock the level 3 science center that I get bored and want to start over.
  3. Well, then. I may just reconsider Vall. I'm heading to Jool right now, so I think I'll stop by. The couple of times I've been there I wasn't very impressed, but I'll give it another look. Oh...And thanks for taking the time to read my entire lengthy post.
  4. I usually end up staying up way too late because I underestimate how long it takes to do things in KSP. "Oh, just a quick mission to Laythe, and then I'll head to bed." But I usually finish my KSP time feeling satisfaction and like I accomplished something. The only exceptions are when I kill Jeb somehow, and then I feel a deep sense of loss. But I play in hard mode without saving, so I'm usually pretty careful not to send Kerbals on any missions that are too terribly risky.
  5. I have been thinking a lot lately about my own risk tolerance level, and while I am playing KSP I naturally start to ask myself whether or not I would actually be willing to fly on some of these missions I send my Kerbals on. Pretending that I am a Kerbal in the stock game and that I have no needs for anything (food, air, water) that cannot be provided in infinite supply by my command module or my space suit, and assuming that I can time-warp at will in order to avoid years of lonely boredom in transit to another planet, would I really be willing to risk my life on any of these missions I sen
  6. Yeah, I didn't think I remembered this being hard, but I tried it real quick just to make sure. It's just an Mk1 module with a parachute, 9 of the FL-T200 tanks, and the LV-T30 engine. There's even enough fuel left in the tank to bring it back down again. You can also add one booster at the bottom and then use a little "thermo-decoupling" to overheat the booster and blow it up just before it runs out of fuel. That extra boost can get you over 500k Ap and 90k Pe to meet some of the other challenges. I'm curious about a few things, though. How are you supposed to plant a flag without upgradin
  7. Yup. I verified that it wasn't just the thermometer bug. Even if I am able to click the Log Temperature button while I'm in the designated zone and above the designated altitude, it doesn't fulfill the contract conditions if the thermometer reads "Temperature scan can't be done right now" Oh, well. I guess I'll just lose that one (and be careful not to take that contract in the future).
  8. My contract requires me to take a temperature scan of a certain point on Gilly above 7000m, but the thermometer doesn't work at that altitude on Gilly. It just says "Temperature scan cannot be done." Is it possible to get contracts that are impossible to complete according to the rules of the game?
  9. Wow, thanks! It's so good to hear that I'm not the only one this is happening to...and even better to hear about a fix for it.
  10. A typical way I gather science is to periodically pop Jeb out of the command module, get an EVA report, collect the data from various scientific instruments mounted to the command module, and then get back in the module again. I just grabbed the 0.25 update a few days ago, and I am now having serious problems with this that almost make the game unplayable for me. Whenever my Kerbal goes EVA from the Mk1, instead of clinging tightly to the hatch ladder like he always has in the past, he either gently floats away from the hatch or is flung violently into space. Then I have to navigate him back t
  11. False. (But, apparently, even Google doesn't know what rocket cancer is, so I don't feel so bad.) The user below me will answer "false"
  12. If you are using engines with thrust vectoring, you don't typically need the winglets. However, if you are using those LV-T30 engines and solid boosters, you really need winglets because none of your engines gimbal to control your direction.
  13. Oops. So, what rocket design did you end up using? How much fuel do you have left? How far back is your latest save? And most importantly, how many tries did it take to land that thing?
  14. I agree with How2FoldSoup. What you are doing might make sense if you were designing a refueler and if you were trying to get into orbit with a bunch of extra fuel. But that rocket is way too big for going to the Mun. It looks to me like your entire second stage is probably unnecessary. Here are my suggestions: 1) Eliminate the second stage. Your tri-adapter first stage with those three extra boosters is plenty to get you into a circular orbit around Kerbin if you aren't trying to lift that heavy second stage. I can't really tell from the picture, but I'm guessing you used LT-V30s for you
  15. Personally, I think 2 nukes is too many for most missions. If you add another nuke you get twice the thrust and consume twice as much fuel. The extra thrust doesn't really buy you anything in space (unless you just can't stand the long burn times). However, bringing the extra nuke adds a LOT of extra weight to the launch. I would prefer to just have one nuke and be patient. Even if you can't get up enough velocity to hit Kerbin escape velocity on your first pass around the planet, you can just burn again on your second pass around the planet and still get about the same Oberth effect bec
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