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Jimmidii

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Everything posted by Jimmidii

  1. Personally I was mentally shouting 'out out out!' as I panicked and hit what I hoped was the 'o' key as many times as I could. I... I didn't always hit the right key I can see myself ending up using this routinely... sending a capsule into reentry without a parachute, hanging off it once it's slow enough, grabbing the science and parachuting the kerbal down.
  2. Parachutes! Nice! Can we have a bail out hotkey that will make all Kerbals EVA from the craft and activate parachutes when safe?
  3. Can't believe no-one's asked the most important question. Is the Tesla's motor rated for vacuum?
  4. Launching the actual rescue craft empty as a payload into LKO and then refuelling it is often a lot easier than trying to launch the whole thing in one go, especially when that much dV is needed. Let us know the name of the Kerbal you're rescuing and keep us updated
  5. You can launch a lone capsule with an antenna, and use KerbNet to place a waypoint on KSC, if you want to avoid using the command console.
  6. Around 75 new parts... I don't think we've seen most of those yet have we? The new decouplers and stack splitters will be a fair chunk of that number I guess, plus the historical analogues. I wonder what's in there that we haven't seen yet.
  7. If it crashes it'll just go back to the last time it autosaved. If I'd really wanted to I could probably have terminated the game process and saved Jeb, but it would have defeated the purpose of playing ironman style.
  8. Lost my first Kerbal in my ironman save today Was a ridiculously stupid mistake too. Had a basic rescue craft put together, probe core, capsule for reentry. Unfortunately Jeb sneaked into it when I wasn't looking, and I only noticed about 2 seconds after launch. I immediately powered down and went for a quick powered landing back on the launchpad, which probably would have worked... until the launch pad blew up, tipping the rocket over and destroying only a tiny percentage of the craft, which unfortunately included the percentage that contained Jeb. The last time he sneaked into a pod like that I accidentally made him the first kerbal sent to Mun on this save, so I guess he sorta had some bad luck due.
  9. One of the most useful things I've done with it right at the start is stick a waypoint on KSC. Trying to find the damn thing at night on the map view used to be an absolute nightmare for me.
  10. I wonder, is this a hint at possible future content or just adding flavour to the non-dev section of the notes?
  11. Finally had some time to play, finished my GELO (Geostationary Extremely Low Orbit) network. A series of cheap low tech ground relay stations around Kerbin's equator with 4 5-G antennas that were flown out and all link together to provide 100% coverage to satellites and out to the Mun (As long as the Mun ship also has 4 5-G). I'm playing with just the KSC ground station active, so the GELO should stay relevant as it'll help stop blind spots for longer range relay satellites around Kerbin in future if they drift out of phase from one another. It's been a fair bit of ground work, but off the back of that I've been able to get science from the Mun and complete a few satellite missions, which means my career mode is starting to really accelerate. This is my custom iron man save, so no quicksaves or reverts. Landing on top of a mountain gets easier once you've practiced on the same one a few times...
  12. Ooh, looks like we'll be able to build better looking Stock rockets than ever!
  13. 'Too many boosters' tends to be another way of saying 'not enough struts'.
  14. From last week's weekly update, at the bottom; "PS: The KSP team is taking a break for the Holidays, so there won’t be a KSP Weekly next week, but we’ll be back in January."
  15. That feeling I had that the game gave me, way back in 2011, with the demo, the first time I managed to get something into orbit... So much since then, from learning more about orbital mechanics than I ever thought I would, to actually understanding more about what's happening with real missions in space than I ever thought I would (and the interest that kindles), to just sheer enjoyment from playing the game... all of that was sparked by that first demo. I've had so much value from this game it's just silly, that's what I'm thankful for.
  16. A lot of Lindsey Stirling tracks fit really well, depending on what mood I'm in and the type of mission I'm doing, especially her instrumental only stuff.
  17. One for the day itself. On this sacred day, Ghosts of kerbals past, they play, Remembered with pride
  18. Sending Transmission; Ground Control to Major Jeb: Land on your helmet.
  19. Weakened, beaten back Waiting in the endless void The Kraken slumbers
  20. Jeb sits on the pad Kraken takes his flight today Val sits on the pad
  21. Flying safe Finding Kurt's other glove Letting Danny loose
  22. For me, the behaviour of the camera during docking or undocking can break immersion. The sudden change in angle and zoom often makes it feel more like I've jumped to a different craft, rather than just finishing the manoeuvre I was trying to do. If the same camera angle was kept, with a pan and zoom gradually eased in to accommodate the two docked or the undocked craft, I'm convinced the entire process would feel better.
  23. Well, the oceans on Eve are (possibly) made of rocket fuel. Could be that it's biological processes that created them. Incidentally, Eve almost always ends up with life on it (permanently) in most of my saves...
  24. 1.3.1 has finally tipped me into starting my 'definitive' save. Hard settings, with the following changes; Immediate Kerbal level up turned on. Plasma blackout on. Kerbal G-Force limits on. Signal required for control turned on. Atmospheric occlusion modifier tweaked down to 0.95. Extra ground stations turned off. Some of these are to stop me from pulling tricks that I normally pull. I rarely send Kerbals anywhere apart from to Mun and Minmus a couple of times, and nothing but probes after that, but here I'm going to have to send Kerbals out at the very least to help set up networks. If I'm going to have to do that, sending them out, then bringing them back, then sending them out again seems silly, hence immediate level up. Also I like building and flying planes. Setting up a ground based relay network is going to be a good reason to do exactly that. Long term plans are to set up some decent infrastructure on Laythe. Also, I've given myself one 'Hardcore' style house rule. Kill one tourist and I'll consider it game over for myself. I'll be taking tourist missions, but I'm challenging myself to develop rock solid reliable ships to do them with. So far, early game, unlocked a few nodes, got out to orbit of Mun, and upgraded the launchpad and mission control. No dead kerbals (yet).
  25. Not an in game screenshot as such, but it seems to fit. Kurt was part of the reason I found KSP in the first place, and he may just have reignited my interest in it again there
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