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KSP2 Release Notes
Everything posted by problemecium
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^ This. It is no longer viable to have parachutes all open at 50m, as they will take too long to reach full effect and the ship will smack into the ground before they open all the way.
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I've seen something vaguely similar: occasionally in the Map or the Tracking Station, I see for just a frame or two an orbit rendered that sort of looks like something entering or exiting the local SOI. It disappears in an instant before I can identify it, but always leaves me worrying for just a moment that I've forgotten about some ship and it's ended up drifting away into interplanetary space or crashing into something. Anyone else seen this?
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I figure the "data from X" contracts are put there to motivate us to set up and use stations and bases (rather than just send stuff once and be done).
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"To all of the KSP modders: STOP IT" ... *stops modding* Happy now? From now on if anyone bugs me about updating my mod I'll point them here ;P But seriously folks. A: Not all of us update all that often. When we do, it's usually a minor hotfix. B: You can CHOOSE whether to update your installed mods or not. I, for example, use KAC, and my version is out of date simply because all the latest version does at the time of this post is improve compatibility with ModuleManager, which I don't use. Just in case you were actually serious of course
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Guys. This is one thread that really shouldn't have been necroed. Female Kerbals were added in the 1.0 update. In fact there was this whole big buzz about it for months prior to the release.
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There has been debate on this, and what I've heard is that the information on antennas is either displayed wrong or is leaving out something and thus being misleading. Regarding what's been discussed here, if the issue is one of packet transmission rate, the obvious and very simple solution is to just time warp while transmitting. The antenna will have a minimum realtime delay between transmissions (about 1/2 second), while the batteries will recharge faster due to the time warp. The faster you warp, effectively the slower the antenna transmits, allowing you to obtain equilibrium and keep transmitting continuously even with only a few solar panels.
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Do you consider Offset Clipping cheating?
problemecium replied to yorshee's topic in KSP1 Discussion
The way I see it: Want your side-mounted engine pods to fit in more smoothly with the hull? Fine. Want to cram a few batteries inside a probe core? Fine - the electronics can't possibly be so big they fill the whole interior anyway. Want to make a super-tank that holds 3x the fuel by clipping three tanks inside each other? No go. Want to clip a moving part like a landing gear of scanner inside something? Blech. It really kills immersion when I see stuff moving through other stuff. Want to make an SSTO, but don't want to put the necessary size wings on it, so you instead decide to place 38 wings inside each other to make an uber-wing? *barfs* It doesn't even LOOK right any more, let alone the matter of being "cheaty". -
Question: Based on these charts, I can see the maximum theoretical dV for all of the engines except the LV-N. Did you, or can you, get a result for what this is?
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I don't understand this thread. Is this a thread devoted entirely to you requesting KAC be made stock?
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You actually use launch windows for Minmus? I just go whenever. The dV difference isn't all that big.
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Today I had to make a rather tough decision. Everything was going nominally on my second Minmus landing when suddenly, Daphjorie touched down a bit too hard with the solar panels deployed and broke both of them. The transmitter, which had been in the middle of uploading some data, immediately used up all the remaining electricity in the pod, leaving the lander basically non-functional. So what to do - revert to my last quicksave and claim "that's not really what happened" ...or IRONMAN IT LIKE A BOUSE? First, I checked to see if anyone nearby was leveled up enough to fix the panels. Nope. The closest I have is Bill (or was it Bob? I keep mixing those two up xP), who's about half a level short of that ability. However... I COULD bring my Kerbals home (and then with any luck one of them will be able to do it) and then send a recovery mission back to get the lander. As for Daphjorie, she was fortunate to discover that her EVA pack was more than sufficient to get her back up to the ship in orbit. So that's the plan I went with. She will of course enjoy a thorough debriefing upon return to Kerbin and perhaps some remedial piloting lessons. At least now I know why she needed to get rescued way back when xD
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Fueling Big Ships with Ore? Coal power FTW!
problemecium replied to Mister Dilsby's topic in KSP1 Discussion
I have observed that according to the tech tree Ore has no mass, although I have yet to double-check this in practice. If so, it does provide a rather broken system for fueling massive yet mass-efficient motherships. EDIT: Disregard this claim. I just checked and it turns out that it's listed as massless only because the tank comes with 0 units. Ore weighs 10kg per unit, i.e. 100 Ore weighs 1 ton. -
I'm with OP for the most part. I was a little bit disappointed to find that my options for nuclear stages were either use a regular tank at half capacity or use the jet fuel tank that actually contains LESS liquid fuel than the equivalent size regular tank. I'm actually thinking, in this light, that the Mk1 jet fuel tank needs to be buffed to contain about twice the fuel and moved down the tech tree as necessary, to be replaced by a smaller one and the structural fuselage for those beginner planes.
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Lately I've gotten a bit "creative" about rescue schemes due to boredom after rescuing the first few dozen Kerbals. First I tried EVAing Jeb from one ship to another ship, where he jumped aboard the "wreck" (A hitchhiker container) and rechristened it "Leebella's Station" (after the Kerbal inside). I now use it to store rescuees that show up around the Mun. Then I tried storing Kerbals aboard my LKO station and using a bunch of Klaws to recover the empty pods for profit. Most recently I use my "Space Tug Klaw Edition" and "Bolt-on Parachute Module" (A Klaw with radial parachutes) to just stick parachutes on the wrecks and push them down to Kerbin. It works surprisingly well when nothing glitches out xD
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Technically I was introduced to KSP by kurtjmac, but I didn't play all that much afterward. Watching Scott Manley's "Reusable Space Program" series got me much more interested, but I didn't outright buy KSP until I'd played a whole bunch of the demo, which wasn't until several months later. EDIT after watching the video: OMG PewDiePie sucks at this game! xD
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Jeb is off somewhere doing something... I forgot. I think he's stranded on a transfer orbit from Minmus as part of the Kerbin "Grand Tour" mission awaiting a fuel top-off. Bill is on his way to Minmus in a much more well-fueled ship as part of my first Minmus landing mission for 1.0. Val and Bob are at KSC waiting for something to do xD
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I've figured it out and may make a tutorial on it if there's enough interest. In short, you can't (normally) connect either end of the strut directly to the fairing shell, as when you try to mouse over it it dodges out of the way; but what you CAN do is place something (anything really, since this is a temporary piece) outside the fairing and then run a strut through the fairing. If you did it right, the strut will get "blocked" by the fairing on its way from the inside to the temporary piece and end up sticking to the fairing shell. You can then remove the temporary piece with no effect on the strut. Interestingly, the strut's connection will remain intact even after the fairing is "ejected" until the contents are actually decoupled from the fairing base. This technique also works the other way (outside to inside) for strutting the fairing to the launch vehicle.
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I think the worst glitch I've ever had (and had several times inceidentally) is that on occasion when using more than one Klaw on a ship, e.g. when klawing one ship and then using the klaw on that one to klaw a third ship, KSP throws a NullReferenceException when "packing" the vessel when I try to enter timewarp, causing the ship to fail to disable Physics and instead turn into a wiggly, noodley worm thing and undergo a constant ~1g acceleration that eventually throws it out of orbit.
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I made it: http://helia.heliohost.org/4803 -999 / 10 for misspelling "too." And also the image is poorly illuminated so we can't see the ship very well ;P
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