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nobbers12345
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Everything posted by nobbers12345
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Call it Krakenia!
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I build a 500 part station in 3 hours then realize it has absolutely no purpose. I'm just going to get KSPI and make it my microwave power transmitter.
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Im currently orbiting Eve in a highly eccentric orbit, AP 57901 km, PP 123,116 m Its in such a direction that I am forced to go deeper in the solar system if I use the Olberth Effect and burn at periapsis which only takes 53 m/s dv to escape. I only have 3 km dv remaining Should I burn at apoapsis to escape and instead go outward initially? Or should I use the olberth effect and burn at periapsis, then bring my periapsis down close to the sun and use the effect again to bring myself to Kerbin orbit?
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I'm slightly concerned about my A/D nodes
nobbers12345 replied to nobbers12345's topic in KSP1 Discussion
Though I think that it's watered down because I let mechjeb do the maneuver after i set up the node :/ -
They show NaN. I fear this will summon the kraken and send me to the speed of light out of the universe.
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You Will Not Go To Space Today - Post your fails here!
nobbers12345 replied to Mastodon's topic in KSP1 Discussion
This didn't necessarily fail my mission, but... Kerbal Space Program didn't quite space correctly. Yeah, I don't know. -
When did mouse wheel support get added?
nobbers12345 replied to Scottiths's topic in KSP1 Discussion
Oh my god, thats what those two do! YUS -
Weird looking maneuver node..? (Pic inside)
nobbers12345 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
I think KSP Forgot how to space. -
What would be a general range for aerobraking at Jool? It's the first time Ive gone there.
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I don't know, I have a slight problem with how the ARM parts are implemented into the tech tree. Those parts are replaced with your mainsail, and the mainsail and parts associated are moved back to the node before it. That means you can unlock the mainsail earlier, which I think is extremely powerful for being that early on in the tree. I don't have a problem with the performance with ARM parts, just when you get it in career. I'm leaving this as discussion so I can see opinions before suggesting it.
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Regain EVA jetpack control sooner
nobbers12345 replied to John FX's topic in KSP1 Suggestions & Development Discussion
Maybe you can add the little statistics from the Astro. Complex to this. The higher stupidity, the more clumsy, the longer ragdoll time there is. -
Bigger and Funner Tech Tree!
nobbers12345 replied to HazelPine's topic in KSP1 Suggestions & Development Discussion
I think in order to do that, you would need a lot more parts to balance it out, I feel now that the new tech tree is easier because you get the mainsail earlier, which you can use asparagus and get 150+ tons to orbit. It's the only complaint I have about the stock 3.75m parts. Interstellar Tech does a great job with it, and it should be used as an example. -
Place the Mun at an incline?
nobbers12345 replied to nobbers12345's topic in KSP1 Suggestions & Development Discussion
I would argue that Kerbal Space Program newcomers would typically watch some form of tutorial video first, given that they most likely will not be able to get into orbit when they do not know anything about simple orbital mechanics. That being said, I've seen plenty of those videos recommend going to minmus before the mun, and that is at a higher(?) inclination than 5 degrees, so they should know some basic mechanics about that with explanation from the videos. -
This topic is self-explanatory, it is annoying when I launch my majestic solar system tour for more science with a MPL and I forget to add crew into it. Or, save any slots filled while reverting in case of failed launches.
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Just use a bunch of gravity assists to get there. But you still need an absolute crapload of them.
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Landing on airless bodies
nobbers12345 replied to Mighty1's topic in KSP1 Gameplay Questions and Tutorials
I'm pretty sure burning a small amount to land somewhere, then suicide burning lower is more efficient, because you wont have to deal with gravity accelerating you as much. -
The Kerbals seem to rapidly expand upon exiting capsules, its entire helmet becomes bigger than the door. I think there is a hole in the suits somewhere that is causing them to expand. Its a miracle that they always seem to get back in.
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Top 3 list: 1.Forgetting to deploy my solar panels on probes, causing me to relaunch 2.Forgetting RCS on a space station module ( I need a tug ) 3.Not being able to attach something in the VAB that clearly should be able to attach