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Everything posted by SkyRender
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I don't have any problem with the new pointer. It's far better than the one for Terraria (which does not scale with screen resolution and thus becomes invisible at any resolution above about 640x480), and is very no-nonsense (unlike the pointers in many games that have a completely useless little dongle of the game logo or something like that below them that's generally twice the size of the pointer itself).
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With stock parts, there's always the VTOL option. + Fast take-off and landing! + Just as fast as a jet plane! + You can land anywhere! - Landing vertically requires quite some skill to pull off well... - Eats through fuel faster than a jet plane...
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I recall watching a video back in the day of someone playing KSP who did figure out how to launch rockets, but never figured out that the throttle could be moved up or down. He also never realized that you can move the root part up and down in the VAB, so needless to say, he never really made it to space (or even close). This was with 0.8.4, mind, so it's not likely he would have made it to space even if he had known what he was doing...
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Does docking count as a new ship
SkyRender replied to Duckytrask's topic in KSP1 Gameplay Questions and Tutorials
You can do a lander/refueler setup and have it work just fine for contracts. It's also a really good idea if you want to harvest a celestial body of all its potential science. The only time the game really checks for "new vessel" is when a vessel is launched; after that, any vessel you have is flagged as already existing even if it's the child of an older vessel. -
Well the Council wanted to put a Hyperspace Bypass through the Kerbin system, but they were vetoed by the general public. Mostly because the Kerbal entries in the Hitchhiker's Guide are so popular.
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You don't know 42?
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The Hitchhiker's Guide to Kerbals: A Primer on the Species
SkyRender replied to SkyRender's topic in KSP Fan Works
Kerbal Genders Until very recently, it was believed by the larger part of the galaxy (minus a few eccentric sorts who will believe just about anything) that Kerbals had no gender at all. Indeed, the only Kerbals any of our field agents ever reported meeting were apparently all the same. It has recently come to light in a most embarrassing fashion that this assumption is not only wrong, but astonishingly wrong. As such, the Guide is now endeavouring to correct this grave mistake and discuss Kerbal genders. Our current Kerbologist didn't even have to look very hard to find a female Kerbal, as it turns out that around half the planet's population are in fact of that persuasion. They have a distinct appearance from male Kerbals, sound different, and even have a tendency to be astronauts in the Kerbal Space Program just as much as their male counterparts. One of these female Kerbals was cornered by our Kerbologist and asked about the strange phenomenon of only meeting male Kerbals prior to this. Her response was, in full, "You probably forgot to turn off your SEP Field or something, we've been here all along." The Somebody Else's Problem Field, of course, is a very common device used in the field by Guide writers, as the locals often are not very hospitable towards them. While an excellent means of staying safe in hostile environments by making the locals decide that you're not really important enough to bother with, this recent turn of events suggests that they may have a somewhat more sinister side-effect of causing the observer protected by one to also miss anything that they're not looking for. As our initial Kerbologist did not expect any sort of gender from Kerbals, no gender differences were observed, and the problem just kind of propagated from there. An inquiry is being sent off to the manufacturers of the device, but in the meantime, we have suspended use of SEP Fields while studying Kerbals, just to be safe. A more in-depth study of the genders of Kerbals is currently being done, and our results will be posted to this entry shortly. UPDATE: Studying Kerbal genders, as it transpires, is probably not something one should do. Our Kerbologist has advised us to mind our own damn business from here on out, and has quit citing severe psychological trauma. It is possible that his methods were unorthodox in some manner, but whatever the case, the more interesting details of Kerbal gender differences shall remain a mystery for some time yet. -
Size matters with asteroids more than ever. They always have about 85% of their mass as ore, so a class E will have about 1500 to 2000 tons of the stuff. Quite a difference over a low-end class C, obviously!
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The changes to aerodynamics post-1.0 should really only be a concern for those who like to fly spaceplanes or to milk absolute maximum efficiency out of their dV use. 1.0, 1.0.1, and 1.0.2 (and no doubt 1.0.3 when it arrives as well) all have the same fundamental rules you need to follow over the alpha and beta builds. If you haven't learned the new fundamentals of post-beta aerodynamics, 1.0.2 is just as good a version to learn as the next one will be.
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Refuelling depot: permanent tanks, or visiting tankers?
SkyRender replied to hoylemd's topic in KSP1 Discussion
Given the weight-vs-output of ore at the moment, the most efficient option is to have the ore sitting around at wherever you want to do refueling along with an ISRU converter. Which would lend itself nicely to permanent drill-equipped miner-tankers, of course. Ore is very different from either Karbonite or Kethane in that regard. -
I used to tweak the funds-to-science strategy to be 1/10th as powerful and use that on occasion, but now it's more like 1/2,000th as effective and thus not very helpful. Once the tech tree is cleared out, however, Open-Source Tech Program is kinda nice for a little extra Reputation out of the Science you can't do a thing with any longer.
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I am obsessed with service bays. (Many Pictures)
SkyRender replied to itstimaifool's topic in KSP1 Discussion
Service bays are great before you have access to the 1.25m probe core. Especially with the new aerodynamics, it helps to have a uniform rocket. Even without part clipping, you can get quite a bit inside those things... -
After her pioneering expedition to Minmus with Zellian, Valentina arranged a training exercise out to solar orbit, the surface of Minmus, and a jaunt to the Mun with Jeb, Bill, Bob, herself, Zellian, and Argie Kerman to get their skills up for a Duna mission later in the year. At this point, she and her 5 co-workers are just cooling their heels literally waiting for the planets to align.
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The Hitchhiker's Guide to Kerbals: A Primer on the Species
SkyRender replied to SkyRender's topic in KSP Fan Works
Kerbal Tourists Once more Kerbals have come into the spotlight as a new discovery has been made about their peculiar obsession with space: it also extends to space tourism. While it is not unknown for pre-hyperspace cultures to produce individuals with the rather unusual desire to be shot into space simply for kicks, as is usual for Kerbalkind, their species has a rather twisted take on the subject. Indeed, they seem to have twisted the entire concept around to such a degree that even we at the Guide are at a loss for words. We shall nonetheless endeavour to explain it, futile though it will doubtless prove. Stunningly enough, there are Kerbals who wish to travel to space who do not wish to become astronauts. Or perhaps this is not so surprising, as the career of an astronaut is generally short-lived on Kerbin. However, the life of anyone who happens to get within 50 meters of one of their flying deathtraps tends to be considerably shortened, so the current going theory is that they simply suffer from severe mental instability. Whatever the case, these Kerbals are quite happy to fork over hard-earned Funds to take a trip of their choosing into space and (hopefully) back to Kerbin at the end of it. It's unusual enough that a civilian Kerbal would have Funds, given that most of their economy is Snack-based, but that they would choose to invest them in the space program by asking for a trip into space is even more peculiar. This merely reinforces the theory that Kerbal tourists are, in fact, insane. One particularly strange aspect of the Kerbal Space Program's tourism division is that they allow the passenger to define their itinerary, regardless of how absurd it may be, with a fixed cost per destination and overall cost based on how many places their trip will go. This is particularly unusual given that Kerbals (rather pointlessly, as we've noted in the past) insist on using chemical-based propulsion to get anywhere. Meaning that tourists asking for a round trip out to the moons of Jool can expect to be on holiday for roughly 8 years if they're lucky, and more likely 80 years to forever depending on the decisions of the KSP staff. As well, one of the options available for a flight to these tourists is a suborbital flight over their sun, a highly fatal choice to make by any estimation given the species' lack of tolerance for solar immolation. With much effort and unearthing of hidden documents from under the Mission Control coffee maker, the truth came out of these contracts: the Kerbals being sent up are rarely actually tourists. Rather, many of them are actually persona-non-grata: criminals, murderers, lawyers, in-laws, and members of the Church of Treerock. Often they are signed up for these "tours" with the express intent of them never returning, or in the case of sub-orbital sundives, are put on the list as part of a prank by a Sunshipper. While the Kerbal Space Program does receive compensation for returning them alive, the amount is so small compared to the difficulty of taking them out there that there is little question in any Kerbal's mind as to the true nature of these "tourists". The fact that so few even get upset when the "tourists" fail to return simply reinforces the general suspicion that it's simply a way of getting rid of unwanted Kerbals. The Kerbal government was unavailable for comment, mostly due to the fact that it remains a few strands of dry seaweed tied to a tree branch and has yet to gain sentience. We'll keep our readers posted if this changes, but if Kerbin's current dominant life forms are any indication, it may be best if it does not. There's no telling just how many problems the galaxy would have if there were two forms of ostensibly intelligent life on Kerbin... -
Sounds like it's time for the Hitchhiker's Guide to Kerbals to do a stunning expose on the subject...
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The Mun's pretty much my first and last port of call in Career mode for science. With so many tasty biomes to gather data from, how can one not be tempted? Of course, once that's done, there's not a lot of reason to go back.
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Tourist would like to go on a suborbital flight of the Sun
SkyRender replied to CorBlimey's topic in KSP1 Discussion
I knew I was onto something with my Hitchhiker's Guide to Kerbals. The Sunshippers are real! -
I've seen this issue before, but this is the first time I've confirmed that it happens in the stock version of the game. Upon attaching to an asteroid with a claw and capturing it in an orbit, without fail, I find that all vessels I load from then on out experience violent phantom forces when coming out of on-rails time warp, which rips them into their component parts quite handily. It's not just the ship that's captured the asteroid that's affected, either; any vessel (newly launched or existing) will break up the second time warp is used after an asteroid capture. I'm wondering if there's a known fix for this issue, as it kind of makes the game completely and utterly unplayable.
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It is getting very old, indeed. Just because you can't figure out a way to be creative within the confines of practicality does not mean that you need to harp on this fact with a new thread every 4 hours.
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Most of the Wiki can be edited by anyone, but the front page is moderators-only. Which is a shame, since it's barely been touched since 0.19. Needless to say, it's badly in need of some updates, but that's not something many of us can do.