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Everything posted by Camaron
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Kerbals don't die in orbit. They are ageless. So basically, you murdered them when they would not have otherwise died, you monster.
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"And their pod"? Really? Are you sure they don't just want the kerbal back? The game has never asked us to bring a dead pod home before. Every one of my rescue missions at this point includes landing on minmus (with flag-planting), orbiting Mun, and momentarily exiting Kerbin SOI. They all come back at level 3. Also, I usually pack other contracts into the mission. My next rescue mission will pick up five new kerbals on the way to Duna for landings on Duna, Ike, and Minmus. Depending on remaining fuel I might land on Mun as well.
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Bitches be trippin', bits be flippin'. I wouldn't manually do anything with this. You've got at least three engines messed up for some reason, so who knows how much else is damaged? I say back your save, burn your install and replant.
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Their thrust within atmosphere is terrible, but they have their full thrust power (60 and 2.0) in vacuum. ASL = At Sea Level. Vac = Vacuum (fully in space)
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I'm getting tired of these posts from people who can't figure out drag on their own. Should Squad include tutorials on aerodynamic construction? It doesn't seem to me like putting a few fins at the back of a rocket should be such a hard concept. Use engines with a gimbal. Use fins at the rear of a rocket, and potentially some steerable fins at the front/top, but not enough to overpower the rear fin's drag. Use SAS parts. They're pretty effective on their own. I learned these things in the OLD aero system. Even before better aerodynamics, keeping a rocket under control didn't always happen for free. Call me harsh. Whatever.
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We are all murderers - how many Kerbals did you kill?
Camaron replied to p8R's topic in KSP1 Discussion
This thread is ridiculous! You can't kill Kerbals. High enough impact forces will only turn them into dust, a microbial swarm that will re-accumulate into a new living Kerbal at some point in the future. That's why sometimes you just find them floating in space randomly orbiting planets and moons. It's considered rude to leave them in orbit, so that's why various companies will give you some cash to go fetch them. -
I have an Allison in my career. That one is Male for some reason. I'm seriously considering gender-flipping him, and it would be the first time I've ever altered the persistent.sfs.
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My Jebidiah Kerman is Six Feet Under.
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Behold. Date Kerman, who was picked up by a nine-kerbal lander around minmus, which rescued three others on the same trip, and proceeded to land on Minmus as well. name = Date Kerman gender = Female type = Crew brave = 0.4138787 dumb = 0.8754336 badS = True tour = False state = Available Engineer And this one, who I will rescue soon, also appears in the search for BadS = True within my persistent.sfs. LOL He's pretty much maximum stupid. name = Sidbo Kerman gender = Male type = Unowned brave = 0.9236249 dumb = 0.9875513 badS = True tour = False state = Assigned
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That's a 1500 part ship. It wasn't exactly running at full speed.
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Of course they can. One of my biggest creations ever insists on loading in partially underground, which of course, ends very very badly.
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Huh. That's weird. I haven't encountered this. What I would do: Pretend you collected Jalotte, and legitimately land your rescue craft after rendezvouzing with the empty pod as if things had gone normally. Then, Use debug menu to force-pass that mission. If you don't get Jalotte Kerman, I would then recruit any random female astronaut from the facility and go into the save data once you've closed the game and rename her Jalotte, all just to simulate the mission working normally. (persistent.sfs in saves) Then you can proceed, and pretend the bug never happend, and the result will be virtually identical.
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You Will Not Go To Space Today - Post your fails here!
Camaron replied to Mastodon's topic in KSP1 Discussion
This is the same slideshow as I put in a thread I made about an aerodynamics tip - http://forum.kerbalspaceprogram.com/threads/122198-Aerodynamics-Lesson-Of-The-Day -
My Jeb is in the ground somewhere near the KSC when I forgot to revert some random disastrous experiment. Bill, too. They is dead.
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I had a Kerbal named Barlock who landed rough one day on the Mun and lost a third of the ship including an engine, leg and fuel tank rigging, and still managed to fly the thing home and land safely. He was also flying the Ion ship that rescued two other Kerbals from a mishap on Dres, and then went to Eeloo before going home.
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What small mistakes did you make that ruined your mission?
Camaron replied to syfyguy64's topic in KSP1 Discussion
I recently made a big multipart ship to knock out several contracts. First there was a satellite. Had the wrong science part. Fail. Then there was a Munar Space station that I built as a pod ship that split off into rescue crafts. Didn't wait the ten seconds of stability before breaking off two pod ships for rescues, and didn't get credit for the station. Fail. At least the rescues went smoothly. -
Like IRL, like KSP (zero-G unstable spin test by Teflon_Mike)
Camaron replied to HafCoJoe's topic in KSP1 Discussion
I had a full size 35-ton SSTO exhibit this kind of behaviour. I still have it. I might see if I can replicate it if anyone cares. -
Probably. I was at 6km with a ship that was flying at around a 10 degree angle, so its very likely that I only managed to create a lot of new artificial reefs.
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Actually, there are 24 booster columns in each of the first two layers.
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Laythe likes to stay in its mother's basement and play LoL with a bag of Doritos. Its freinds have long since given up on him.
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So, I decided to fire up my aging King, Titan XV. Note: This ship later successfully made orbit without issue. The Titan Xv is a fuel container ship that weighs 3,300 tons in orbit with a full fuel load. All was going well until it was time to drop the first stage. My fatal error soon became very clear: My ship was not pointed straight into its current direction of travel. The resulting lesson being, make sure a ship that uses very heavy drop-boosters is aligned, direction with heading. Or else the boosters in the shallow side of the ship will be thrown into your craft by aero drag, creating a slight mishap like this one:
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Kerbals too tough? (EVA self-rescue from munar orbit)
Camaron replied to Snark's topic in KSP1 Discussion
I encountered a bug that I feel should be a real thing. I had a Kerbal approach a ship during EVA way too fast. The Kerbal slammed into the craft, and the Jetpack went completely haywire! I thought it was a new feature until the problem mysteriously vanished and I simply EVA'd back the ship more carefully. If implemented, it should be a more hardmode sort of thing, but still. -
I haven't been to Gas Planet 2 or any of it's moons. Squad! You're killing me with these missing planet systems! But really, I've been to everything. I've been to half of the game's worlds with variations of the same manned (Lander Can) Ion craft. (Moho, Dres, Vall, Pol, Bop, Mun, Minmus, Gilly, Ike, Eeloo)
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Kerbals too tough? (EVA self-rescue from munar orbit)
Camaron replied to Snark's topic in KSP1 Discussion
Your average Kerbal's bloodstream is molten adamantium, and their skin is made of sheets of nanoscopic diamond particles. Their energy comes from a biologically stable fusion reaction. You're acting like you're surprised that they can survive a simple fall from space. Why do you think Jeb and the others never seem to fear anything? They are immortal.