Jump to content

Sophistry

Members
  • Posts

    131
  • Joined

  • Last visited

Everything posted by Sophistry

  1. And just how many Kerbals have we seen who were not involved in the space programme? If I recall from the part description of the large docking port, even the janitors think bigger is better! (so probably think MOAR BOOSTERS too!) That said I think even though individual Kerbals are kind of mad, I think their intelligence when they operate as a group is probably far higher than humans And Duxwing: Per Ardua Ad Astra ! And if you fear darkness, I have bad news for you: space is dark, and KSP mostly operates in space (on a good day). The thing is, when the probes failed, did they fail in a memorable manner? If so the Kerbals won't care . And to be honest, I think you're putting too much pressure on yourself to succeed: KSP is in part a game about failing. The most fun to be had in KSP is when you aren't sure what you're doing and you're throwing things madly at the wall to see what sticks. On the other hand, lots of people do 'role play' almost, like you do, and that's fine! Play the game your way, but I suggest waiting until you feel your skills are "professional" enough that such role play is a fun self-imposed challenge, not a source of personal trauma xD. I think you're wrong about Kerbal psychology too: I don't think they're "mass-hystericizers, and budget-cutters". I think Kerbals have the same attitude to their space programme we do. If it works, fantastic! If it fails, you chalk it up to experience, and chuckle if it was a fun memory: and most importantly, they're in it for the lulz! Also playing instead of sleeping is the source of bizarre creations: sometimes wonderful, mostly useless, but always insane . KSP in a nutshell really!
  2. My favourite is the cupola... But my most used? The mk. 1 lander can, during my "science train" missions to the Mun and Minmus: launching about 6 craft at each moon, to take the space-virginity of Kerbonauts who haven't been on a mission yet, and getting reports from the biomes I haven't been to yet. Got to fill out those archives!
  3. I'm not convinced at all! Name one occasion Yoda strapped an unnecessary large number of rocket engines and/or SRBs to something? I mean I'd have said that whoever designed the Death Star may have been a Kerbal (Huge, silly, impractical - yet a towering technical achievement.. Except the whole vent thing) BUT I think Danny's method of destroying a planet was far more Kerbal-esque.
  4. Edits Duxwing's stats in the game files to badS = true But more seriously, is it fear of your craft being destroyed that gets to you or ? Also, it is a well-established fact that Kerbin, and running KSP on your computer, generates an energy field of frivolity and awesome that would cause pyramid head or pennywise to cease to exist on contact. The mechanics are that the impact of Kerbal minds (technical and focussed on creating light-hearted awesome AT ALL COSTS) on the Noosphere blots out the psychic imprints needed to create 'evil'
  5. Sounds like we need to outsource the problem to some Kerbals!
  6. ^ This is what a kerbonaut with low stupidity thinks during re-entry. I for one end up thinking "OOOOOOH, PRETTY LIGHTS!"
  7. I was just wondering if there was a way to find the total mass of a craft without having to add up the masses of 70+ parts on paper or on a calculator?
  8. My asteroid base over Kerbin; the basic command module and the first building slip/dock is already in place, not sure what I want to add next to it Lots of spotlights to illuminate whatever crazy contraption I'm building in the spacedock
  9. Asparagus staging with the new parts is easy, but you have to use Sepratrons. And Rockomax-sized asparagus got even better, because the new liquid-fuel boosters beat the Skipper and the Mainsail with (equivalent fuel tanks) in every category bar thrust vectoring (off the top of my head) with only a small increase in weight in the case of the Skipper. I think the thing that would actually kill Asparagus would be accurate modelling of the inertia of the fuel - which I don't think is likely. All that fuel sloshing rapidly inwards and sideways would make the rocket spin like crazy until it flew apart.
  10. Now we know why Jeb is so fearless! He's the Indestructible Captain Kerman!
  11. I'm not going to do any maths to check, but simply comparing the numbers in the tool tip, I'm pretty sure the liquid booster makes the Mainsail and Skipper obsolete. It's got way more thrust and better ISP than the Skipper with equivalent fuel tank, for only 2 more mass, and still better ISP and more thrust over the Mainsail (again with an orange tank) for the same weight. I'm sure there might still be a use for the Skipper (probably) but unless I'm completely missing something, the Mainsail seems useless now.
  12. I think it'd be nice more because you could look through the archives and go "I didn't just go to these places, I went to these places and did stuff!" Especially if the science report screens get a more interesting text report with more detail; for instance, if you want to play sandbox, but you also really want to know what Minmus is made out of without having to play career mode and grind the parts you need.
  13. I suppose my speciality is standardising my operations, and being OCD about naming missions, and even more OCD about naming my craft according a theme. My first two missions to any planet (Named Pioneer-(number)A and -(number)B ) involve carrying 1) A Mosquito-Series probe and a Demeter orbital fuel silo/module, then 2) A Bumblebee-Series probe and a Daedalus research outpost. All my probes are named after various types of insects, for instance Bumblebee is my returnable-probe class, with variants depending on where it's going. My space stations are named from Greek mythology, my IP tug is named the "Kurtman" because I shamelessly stole the basic premise after watching one of kurtjmac's videos.
  14. You mean when you watch it and go "Pfft, that's a GOOD day at KSP, what's all the fuss about?" My personal one would be when you have piles of A4 filled with maths and rough sketches of "ingenious" rocket ideas scrawled in the backs of envelopes, to the point your flatmates and family think you're planning on threatening the world with a home-made ballistic missile.
  15. Introducing the newest product line from Rockomax, the SYK or "Screw You Kerbodyne!" series of rocket components, so large even Jebidiah hesitated to use them for about half a second
  16. I'd prefer not to use mods; if I can't just get the guy out another way, I feel I must rise to the impromptu challenge the game (or me designing the station at 3am) has given me I did think docking parachutes is the way to go, but I'm not sure how many I would need, and I'd be worried about the stress on the station when the parachutes opened. Ha, sounds amusing http://steamcommunity.com/sharedfiles/filedetails/?id=242332733 http://steamcommunity.com/sharedfiles/filedetails/?id=242332717 There are three docking ports in total, one on the bottom of the craft, and the one pictured has a twin on the other side. If I haven't figured out a way to do it by the time ARM comes out, I'm thinking I ram the bottom of the station to destroy (hopefully) everything but the cupola, and then use the claw to attach it to something with enough parachutes to bring it down safely. [Edit:] For context, the largest thing I have ever tried to de-orbit safely was about half or a third of the size of this station, and the only reason the crew of that craft survived was when the parachutes opened, everything below the command pod snapped off! So I'm not sure how to go about trying to get something even larger down safely.
  17. Hi guys, I was wondering if there was a way of moving a Kerbal between connected pods? I kind of blocked the hatch on a Cupola module, and was hoping there might be a way to move a Kerbal from the Cupola to the connected mobile lab without having to go EVA. I built a prototype research/forward refuelling outpost, built mainly around a Cupola, a mobile lab, a X200-16 fuel tank, and a large RCS tank, basically to see if I'd have to build these small stations in bits or if I could send them up into orbit to my IP transport in a single load. I unlocked some new tech that meant the final version would be slightly different, so I wasn't going to use the prototype. I decided to evacuate the base and terminate flight, and then discovered I'd been a bit of a moron and blocked a hatch with an RCS port. I did think about docking a craft to de-orbit the station in such a way that it could be recovered, but I'm not sure a single docking port is strong enough for the kind of "oomf" needed to bring down a station safely, especially as it was never designed with the thought of being de-orbited in mind! If simply getting my poor Kerbalnaut (One of the starting ones in an orange space suit, too! ) isn't an option, has anyone any bright ideas about how to get the station down safe?
×
×
  • Create New...