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LordQ

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Everything posted by LordQ

  1. Thanks! I did it unmanned for a reason. Of course, I failed to mention that I repeated the landing 5 times because it kept tipping over. Played so much KSP since it feels like it's been another day. Started a new career mode and made an early tech space station. No docking nodes or anything, so the return capsules are attached to it. Probably the prettiest thing I've built.
  2. My friend had trouble with docking ports recently, and the trouble he was having was that for some reason the docking ports were already registered as docked. It's possible to go into the persistence file and edit them so that they are able to dock.
  3. I see nothing wrong with it personally. I've not really done it myself though.
  4. I would actually say a person should be called an expert once they've mastered docking. I was able to land and return from other planets long before I learned docking.
  5. We could do that in this thread if Dave is willing to edit his post and add these rules.
  6. Successfully completed my first Duna landing! Afterwards, the probe lander took off again and redocked with the orbiter. Now to wait for a return window.
  7. Woah, a lot of good ideas on this thread. I hadn't planned to start another career mode for a while, but Slow Scientists + We came here last year + One mission one discovery sounds like it might be quite interesting. I was also thinking of a stock probe only run as well to force me to visit all the different planets and such.
  8. Does anyone know which maneuvre node mod it is that Squad is bringing into the game? I'd love to try it out before 0.24 comes out.
  9. Personally, I'm hoping there'll be a time limit for contracts. Fairly difficult time limits as well, to make it a bit of a challenge to finish them.
  10. Spent all day building a 20 Kerbal Minmus lander. Immensely satisfied when I finally got it working. It's made of stock, DRE, and TAC Life Support parts.
  11. I would like to see multiplayer before multiple star systems. This is pretty much because I have a friend who I always discuss KSP with. I wouldn't mind docking with his creations, or possibly shooting them out of the sky. Multiple star systems sounds like it might negatively affect performance as well.
  12. It might even have rocket insurance as part of career mode...
  13. Belt or no, I hope we get some comets. They would be a serious challenge intercepting and redirecting.
  14. Sounds like it went well. Personally though, if I fuel left over upon returning to Kerbin, I always make sure to burn it all to reduce my reentry speed. Of course, this isn't necessary if you're not using Deadly Reentry.
  15. I feel stupid for asking, but how is a badass different?
  16. That is glorious. I heard FAR calculates that thing's drag by assuming it's unfolded, even when folded up. Is that true, and do fairings make a difference?
  17. From what I've seen, FAR makes atmospheric entry more difficult due to the changed aerodynamic model, which reduces drag and makes you more likely to go splat if you enter too steeply.
  18. What sort of trajectory would you recommend for ion engines?
  19. I'd like to make one small recommendation. Try using the Hitchhiker Storage Containers to launch your Kerbals into space. It weighs 2.5t and carries 4 Kerbals, whereas the Mk2 Command Module only carries 3 and weighs 4t.
  20. Haha nice. But my eye is inexplicably drawn to Billy-Bobdan Kerman. Looks like someone tried to name their child after the two heroes Bill and Bob and messed up, hehe.
  21. My most common reason for failure is rockets deciding they're most aerodynamically stable flying backwards.
  22. I believe KSP Interstellar asks the player to set up an IR Telescope at 750 Gm, so that's probably confirmed to be within the SOI.
  23. For what the game is, it'll be far too cheap, whatever price they set for it. That said Squad, don't make it expensive and make sure you maximise your sales.
  24. Got my copy for $13.50 from the Gamefly sale a few weeks back.
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