Mischief
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Everything posted by Mischief
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0.24 and part recovery, will it change your approach to debris?
Mischief replied to katateochi's topic in KSP1 Discussion
My goal is 100% recovery, actually. Either by putting probe cores on every segment and separate recovery-engines and chutes to get them (sooner or later) back to Kerbin and down to the surface or by leaving them in an orbit that can be recovered by missions using KAS and the like. Jeb at his junkyard - 'You're not going to just... throw that away are you? You could reuse that at least 2 or 3 more times! Hell, I don't trust a rocket that hasn't successfully gone into space five times! They're just getting broken in!' -
The problem is that I can max out all the science I can use while still in the Kerbin soi. Min, minmus, Kerbin. Probe shotgun, manned missions to collect and get reports plus samples. Gets me more science than I need in fact.
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The problem is that I can max out all the science I can use while still in the Kerbin soi. Min, minmus, Kerbin. Probe shotgun, manned missions to collect and get reports plus samples. Gets me more science than I need in fact.
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Holy crap. So I checked on my Steam installation for KSP, under Betas. Do you know what I found? Nothing. So I came back here, hoping to see something saying it's out now. Nope, not yet. That's pretty much every day. Just swinging by here to watch everyone else get their dreams of KSP 0.24 release get crushed hourly, just like mine.
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I have checked back and noticed 0.24 is not out yet. No problem. I'll go do something else. For about 3 minutes. Then I'll check back again, and notice 0.24 is not out yet. This will repeat until I go to sleep. Then I will wake up like I suspect it's Christmas morning and scoot to my computer. Then I'll check, and notice 0.24 is not out yet. No problem. I'll go do something else. For about 3 minutes. Then I'll check back again, and notice 0.24 is not out yet.....
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I burned out for a bit. Just uninstalled all my mods and started a new career game. Spent literally the whole day doing a Mun landing and return with level 1-2 tech. It was awesome, loads of fun. *almost* 100% equipment recovered; 5 spent fuel tanks with engines crashed into the Mun. Everything else safely ejected and set with chutes for safe recovery. I'm ready for 0.24. Oooh, I'm so ready.
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I find it does give me a significant performance whack, where part count doesn't. I'd absolutely agree with the OP; especially when you have, say, a bad 'accident' on the Mun or the like and you've suddenly got 200 debris. Setting it to 25 or so isn't a bad idea at all. It's few enough that it's easy to clean up. After the next release though, recovering stuff saves you kredits! No parts ejected anywhere but on Kerbin, with chutes Cuz I'm a cheapskate.
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You know you can clear though out from the command center, right? I do it after every mission.
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Hey, you can even do a new channel - 'Frankenship On A Budget! Explore Space in a Physics-Mocking Abomination for Just Pennies a Day!' It's not just about beating the Unity engine like it owes you money.... it's about doing it on the cheap now! I firmly believe that with the new 'reputation' system there should be 'reputation awards' for doing terribly foolish things and surviving. 'Traveled to the Mun and back using just solid state boosters, strewing them through space, never to be recovered.... What were you thinking?!? HERE IS YOUR AWARD. GOOD JOB.'
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I remove all my mods, start a new career save, then gather enough science and practice to get a successful moonshot done without mods - careful to remember that without FAR I can pretty much fly however I want Seriously though. Pull the mods, run a new career save, moonshot. That way you're ready for the patched version and can be quite entertained while you wait for Kethane/KAS/Engineering Redux/whateverfloatsyerboat to get gussied up with the newest version. I think I'll use the new mod repository to re-download all my mods too. Time for a fresh start, right?
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You Bought It You Break It
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Capture an asteroid in something so big it can transport and launch it at something. Like, say, the sun. Is that even possible? What happens if you huck a good sized rock at the sun? They don't float, not sure how the 'surface' on Kerbol works. Normally stuff burns up within ~1000m of it. Could you make something capable of capturing an asteroid and hurling it into Kerbol?
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Landed on the Mun. Now what?
Mischief replied to The Right Stuff's topic in KSP1 Gameplay Questions and Tutorials
Next? Minmus. More science, more challenge to hit it. After that? TRY TO TAKE OVER THE WORLD. -
They journeyed into the howling dark...and did not return.
Mischief replied to Rarity's topic in KSP1 Mission Reports
I know how that is. I wonder at times if it's worth making and sending out some sort of memorial. -
Build a Dyson Ring around Minmus. Put two Class E Asteroids on a collision course and see what happens when they hit each other at high speed. I'm betting the physics engine breaks and is found hiding under the stairs, sucking its thumb, rocking back and forth muttering 'IhateyouIhateyouIhateyou...' Cities In Flight. Build a little Kerbal city, a good 30 or 40 inhabitants... then make it fly. It should be able to land places too. We're talking like 2,000 parachutes to land on Eve. Extract Kethane to refuel, repack all the chutes and then launch again.
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Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
Mischief replied to Brotoro's topic in KSP1 Mission Reports
I've really, really enjoyed your missions, they've motivated me to do a big Jool mission of my own! You might enjoy Moho. Totally serious. A lot of interesting stuff on Moho and it's a good jumpoff point for missions to the Sun. Sun science missions if you've got KAS.... I'm setting up a mission right now involving a chair on a wench and I'm going to see if I can 'dip' some science equipment into that last 1,000m of the Sun, take samples and get it out without burning up. Kethane too. KAS and Kethane give you stuff to DO. Gives your colonies purpose. Lets you build more complex missions, more complex refueling options. Do you set up semi-permanent mining bases or is it all wildcat? Do you move fuel via rover or super-efficient jump shuttles? Where and how do you stockpile? It lets you extend missions further out too. A refueling base on Duna where to/from missions to Jool will literally double your too/from windows. If you can refuel in Jool you can afford a 4k shot back to Duna, refuel there, and take a 4k shot to Kerbin, saving you ~300 days of waiting. Plus having your little Kerbals EVA, grab the refueling cable, jet over to the other ship, link up, move fuel, stow it all.... it's awesome. Plus rescue/repair missions! I've got a large manned mission to the Mun going right now with the goal of recovering my original Tom Sawyer probe mothership that I crash landed onto the Mun to help refuel a damaged Mun lander. Going to recover it and deliver it back to Kerbin for historic value. Couldn't do any of this without KAS. You make some awesome stories. You might find KAS/Kethane generate a lot of content to wrap them around. -
Sea Colony on Laythe - what do you need?
Mischief replied to Mischief's topic in KSP1 Mission Reports
Yeah, I was hoping I'd misunderstood I've got a class E on a collision course with Kerbin in 36 days - that's 1 day before my Jool window. I think that's a bit much to pack to Jool for ballast. Also... asteroids as ballast seems a little... I dunno. Extreme. We need a water mod. I understand that there's some sort of indicator for parts related to their ballast. Just a bit outside my scope to go meddling with the occult like that. I'd wondered the same thing! I have trouble even towing stuff, I lose all thrust if something is too close to the engine and it pushes them back. If I were to try and land on that I think my engine would muck it all up. -
Sea Colony on Laythe - what do you need?
Mischief replied to Mischief's topic in KSP1 Mission Reports
You know... procedurally generated girders would be a pretty amazing mod. Especially if you could get it to secure both ends of the connection (just stupidly strongly compared to struts) and thus make viable construction elements to build sturdy stuff. Someone who can mod should totally do that. One problem I'm running into now is trying to find parts that SINK. Potential for an off-shore Kethane mine. I made a semi-mobile floating drilling rig but there's nothing that sinks well enough to get it down below the surface to drill. -
Sea Colony on Laythe - what do you need?
Mischief replied to Mischief's topic in KSP1 Mission Reports
Awesome, thank you! I've tried to make a submersible - I made a sort of mobile diving/drilling rig. Just couldn't get the pod to get under the water. Looks cool, don't get me wrong, but no matter how much weight I put on it, just floats. Going to go with a better hab module and some communication towers. -
Sea Colony on Laythe - what do you need?
Mischief replied to Mischief's topic in KSP1 Mission Reports
OOOH! Holy crap. Do you use FAR though? I've had a lot of issue getting too much out of the water; my vehicles really want to start flying at a certain point. Also isn't balance starting to be an issue as you use fuel? What sort of range does it have? What's on the bottom of the skis? I see the air intakes, what's inbetween them? Do you have a pick of the bottom of the pontoons? -
Sea Colony on Laythe - what do you need?
Mischief replied to Mischief's topic in KSP1 Mission Reports
Yeah, but struts don't stop Kerbals, do they? I thought you could walk through them. I tried beams but it came out looking terribly clumsy.