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RocketBlam

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Everything posted by RocketBlam

  1. I use MechJeb to automate the boring parts I have already mastered. I don't need to babysit every launch. I can launch a rocket into orbit, I don't want to do it manually 1000 times. I also may use it to get to Jool on occasion.
  2. There are things I like about it and things I don't, but the bigger parts aren't that much more useful than the older ones. I've found I'm able to make rockets somewhat bigger, but not massively bigger, and I still need to use asparagus staging. I will agree though that it seems like there are just too many near-earth asteroids. The sky is littered with them.
  3. Well, I tried it, but when I released all the attached modules, they blocked its path. I think I'll have to wait until Infernal Robotics is updated before I can build something to move it though.
  4. I thought it was Kerbal Space Port? KSC sounds like a fast food chicken restaurant to me.
  5. Oops, hehe. Sometimes it just feels like home. Yes, the Kerbals have been instructed to refrain from licking the object, although selfies while leaning against it are still allowed.
  6. Class B Asteroid, found loafing around earth -- I mean Kerbin. Captured, placed into orbit, then landed at KSP. Now I'm going to build a rover to grab it and move it closer to the VAB so the Kerbals can just sit in their offices and gawk at it. I haven't detached the recovery vehicle parts yet. I'm afraid when I do it will just roll into the ocean. The recovery vehicle:
  7. We know that many, if not most experiments done in space and on other planetary bodies takes place over time. If you have the Kethane plugin, this is a good example: A satellite sits over a planet and maps it out over a period of time. All of the experiments in KSP now are instantaneous: You do the experiment, and that's it. I think it would add something to the game to be able to set up experiments, or surveys, that take place over time and return a small amount of science every day, or month, or whatever. They might even return a small amount of science every X number of days indefinitely.
  8. I've had the problem where the DV stats are not updated in flight, so you're on stage 3 and it's still showing stage 1 with 0 DV left. But strangely, after I started using the larger rockets and tanks (Skipper, etc.) it went away. This is after I re-downloaded and reinstalled MJ that had been updated for 23.5.
  9. I wouldn't call having a backup battery an exploit at all. You're just using game mechanics in a useful way. However, if I can't remember to deploy my solar panels, I probably wouldn't remember to turn the battery off either.
  10. I went with the "less is more" approach to engines. It worked fine.
  11. It now appears that you can turn on engines even if your batteries are completely dead. This is a welcome change. I have had to abandon many missions because my batteries were dead and there was no way to do anything. Since most engines generate electricity, just turning on your engines for a few seconds can give you enough energy to deploy your solar panels.
  12. Don't worry, NASA has blown up plenty of their own rockets.
  13. I think they may need to tweak the asteroid rates... I've been playing for maybe 2 hours in this game and I've already got 3 in orbit, and I haven't even visited one yet. Edit: Apparently a couple of them aren't really in orbit... they look like they are, but when you select them, they show that they will leave orbit. But one for sure is in orbit. Edit 2: Now apparently that one has been flung out of orbit by the Mun.
  14. Actually this happened before I updated. Now I understand there are update problems as well.
  15. This may not work with .23.5, apparently there are some glitches now with Infernal Robotics.
  16. This is too much pressure. The first asteroid I tracked is on a collision course with Kerbin! I must save humanity! I mean Kerbanity!
  17. I just installed another mod, and I saw all these weird parts in my parts list... I was thinking "These don't look right... these almost look like the parts that are coming with .24!" So I guess I've been playing for hours today and didn't get the update until I restarted. When did this happen? Anyway, looking forward to it. Woohoo!
  18. I do have one question: I love this mod, but I recently designed a crane/tractor system that grabbed things with a docking port. The problem is, when I docked, the whole system would stop working, and would only work if I went back to the space center and basically reloaded the ship. Any ideas why/
  19. It's one of the most complicated things I've built yet, and definitely the goofiest, but I like it. I don't even expect many people to download it (due to the mod dependencies) but I think I just did it so I could make the video.
  20. Kerbals gotta dance! But how can they? Just go out and dance? They would feel silly. Use this craft to give your Kerbals a proper dance floor, complete with awesome light show. Requires both Infernal Robotics (for all the unpacking bits) and Aviation Lights (for the groovy light show). Includes a lift booster to get you to Minmus or the Mun. The file: http://kerbalspaceprogram.com/kerbal-dance-party/ http://youtu.be/7GnsgeQ17ug
  21. Landing an astronaut on Tylo and getting them back into orbit. Never mind back to Kerbin. Either the published DV numbers for Tylo are totally off, like by 100%, or I am doing something very wrong. I've been to every other planetary body and returned Kerbals from every one except Eve, and Tylo is very difficult.
  22. OK, on Minmus, the range for the rover is essentially planet-wide. It looks like you can get into orbit, de-orbit and land somewhere, then get back into orbit and land back at the lander with the fuel it has on-board - barely. I actually discovered this doing high-speed tests. I got it up to 200 m/s, and discovered that I was about to get into orbit just from forward velocity.
  23. Ah, I see. Well thanks for the compliment. I think it's about the most fun vehicle I've ever built, even if it has its limitations.
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