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Captain Vlad

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Everything posted by Captain Vlad

  1. Post screenshots? And yeah, I meant Kerbin's poles (I'm a little jet-happy...), but I liked your method of including the suggestion.
  2. X-COM: UFO Defense (Not the remake which is good, but not quite as good). Anyone remember Starflight?
  3. I know you said you're doing Kerbin Biome science in the 'background', but how about a there-and-back trip to one of the poles?
  4. This seems to be the most honest and accurate definition.
  5. I don't know. I've been looking for that +3 Rocket Booster of Ascension since I started the game, so it can provide some incentive. I'm joking, I'm joking, Jesus, put down the gun.
  6. I've always wished that info sheets on different portions of each of Kerbin, the Mun and Minmus' started out basically blank and 'filled in' the more biomes you sampled in different ways. I leave out the other planets as they don't have individual biomes yet. I don't really like the idea of 'mini-games', but I do like the idea of some kind of 'multi-step engagement', as you said, even if it's just making sure that the sensor has enough power for a certain length of time and isn't removed from the environment being sampled.
  7. The only time I play Sandbox is when I'm trying out someone else's vehicle.
  8. Seems more like a logical progression to me, since you have to rendezvous to be able to dock (though there is the question of the utility docking ports can provide to non-space vehicles). An achievement with a reward, with the achievement being the development of a skill required to use said reward. No history fulfillment fantasy required to see the connection there. On the other hand, what about on your second, third, fourth career? Then it might start getting a little tedious to have to do it every time. So if something like that was implemented, I'd rather see it as a one-time thing. Prove you can do it, and you don't have to again.
  9. It was the first time I did it. Got a little thrill and took pictures of my two ships flying in formation.
  10. I would really dislike a reduction in Kerbin biomes as in my career mode game I found exploring the various areas, getting to them, successfully landing, etc, a different but still welcome challenge than exploring the Mun or Minmus. We have the ability to build atmospheric craft in KSC, and taking away the incentive to go to the many different places on Kerbin where new science is available would remove the incentive to explore the planet itself as well as the other portions of the solar system. I have no particular objection, at least in theory, to a change in the WAY you acquire science points, if a more enjoyable method were proposed. That said, I honestly don't find the current way tedious or fun-dampening.
  11. The ability to have external command seats filled in the SPH/VAB rather than having to spawn in another vehicle to bring a pilot out and test vehicles that use them.
  12. Have yet to play 'Danger Zone' while firing up the turbojets on a spaceplane. Should do that tonight.I'm very happy to hear about the stock aero. So much of my time on KSP is spent building planes that any added fidelity to that aspect of the game will be giddily anticipated by me, just as the new mk2 parts were.
  13. Simple but hopefully effective is what I usually go for. I'm not terribly good at lining up parts and my attempts at something big and elaborate usually wind up looking basically like I want, but then someone took a hammer to it. You and astropapi do have me thinking about sending it to Eve now...I've been intending on throwing an unmanned probe that way...never thought of having the probe be a tiny plane... Also the second picture slipped in somehow, but it's of the early version that didn't have horizontal tailplanes and I later replaced the rudder with an actual moving control surface. Naughty pinterest.
  14. I demand screenshots. Also, is there a sound effect mod for a Dixie horn?
  15. I was fiddling around last night, and, having never messed with the external command seats much until recently, decided I wanted to try making a powered glider fueled by monopropellant. That completely didn't work out the way I wanted it so I switched to ion engines and that ended up working surprisingly well. So here's the Sunglider, my first Spacecraft Exchange aircraft. I'm sure someone else has posted something pretty similar before, but I don't care: If/when they did, I didn't see it, and built it all by myself and it can turn 180 degrees in an astonishingly short (from my perception) distance. I can sort of keep it in a continuous loop if I start out with enough altitude. I'd intended to post the craft file, but...erm...how exactly do I do that? Donby was rather happy with the thing. Had to do the girder assembly off the back like that to keep it from tipping over when it spawned in. Gave me a great place to mount the tail, though. I used the probe core for testing, but left it on as I was leery of messing with the weight distribution once I saw how agile it was in the air. Didn't wanna mess it up. Handy to turning on the brakes on spawn-in, though.
  16. That's the pessimistic way of looking at it. I prefer to think of it as a long, relatively flat surface (if you avoid the actual track grooves) to accelerate your rover to a speed where it can make a respectable Dukes of Hazzard-style ramp jump over the Launchpad.
  17. An entire solar system to explore and I spend two hours building a dune buggy.
  18. I think I look at this from a different angle. I look at some of the smaller contracts and think 'how could I do this so cheap I can MAKE it profitable?' For really small parts, like separtrons, I often just slap one on a mission I was sending up anyway, for example.
  19. Nice. I think of the Fishbed every time I put a shock cone intake on...well, honestly, anything.
  20. Weird. Exactly the opposite for me. I usually have trouble judging how fast I need to be descending but with .25 installed I've been much better at it and was wondering if it was the graphics updates.... Either way, I endorse the flag method. Qapla'!
  21. Agreed. I've been frustrated by this particular lack on several occasions, especially with Mk3 parts.
  22. Added some refinements to my little plane. Noticed that I was using up a good chunk of my fuel on the initial take off run, so I threw on four separtrons to give me a little boost up to lift off speed. Also put a battery on the tail for night flights and a ladder back there too so I could get the pilot back in the plane if he fell off while I was taking screenshots. Here's my take-off boosters firing. A nice shot of her in flight. Gawd that ladder is ugly, I'm still fiddling with ways to make it less horrible. And here's Bill on his third or fourth, no-parachute trip to the island. I managed it on my second try without the boosters, but it was noticing where my fuel went on that flight that made me think of giving a little push on take-off. I initially tried using the launch escape tower. That...erm...that didn't work out very well. If anyone wants to play with it, I can post the craft file.
  23. Hey...do you think with .25's cargo bays...you might actually be able to take the launch clamps to the Mun?
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