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Khorso

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  • About me
    Atmospherically Challenged
  • Location
    Careening wildly within a ball of reentry plasma.
  • Interests
    https://imgur.com/gallery/2ork4

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  1. What a cool idea!! I am going to copy this - I like the novelty of it Great way to see more of Kerbin! Did you hack science to build the vehicles?
  2. That was incredible. I hope to see much more of your stuff. It was timed perfectly with the music, and your minimalist story-telling style is absolutely breath-taking. I applaud you - well done!
  3. So, mobile launch platforms sound pretty legit. I'm actually starting to get quite excited about this expansion. I've more than gotten my money's worth out of this game at 1300 hours logged (plus offline hours on a vacation), so I really won't mind paying for the expansion. - Khorso
  4. WHAT ON EARTH. That was absolutely incredible, @Avera9eJoe - especially the Spear's landing. When I unlock more aero parts in my current save, I will have to studiously learn from your designs. I wish I could hand over +5 for your post. - Khorso
  5. @Angel-125 I love the look of this - one thing that would make it even more useable for me are transition adapters. Square to 2.5m etc. Parts 1, 10, and 11 would make for sweet cabins on certain rocket designs. Beautiful promo piece! What program did you use to get that looking so?
  6. For getting things straight, I always use the alternate mode on the Rotation Gizmo. With the Gizmo active, hit 'F' to turn it into 'Absolute' mode (as opposed to 'Local'), and keep it locked to the incremental adjustment mode (as opposed to smooth adjustment) with the hotkey 'C'. In Absolute mode with Incremental adjustments, the Rotation Gizmo should lock adjustments relative to the cartesian plane rather than relative to the part's collider mesh. This should always lead you to having straight wheel/gear contact with the runway! Cheers!
  7. I just had to quote this for the fact that it needs to be read again. I'm busy planning my conquest of both moons at the moment, and conceptualizing rovers in my mind. I have limited experience with 1.2 wheels, so this was the answer to a question I had yet to ask. Thank you, friend. H/T. Today, I'm launching SpaceLabTwo to the Mun on a polar orbit to begin biome mapping for my two Mun lander missions. I recently downloaded SEP (as featured on the dev blog), and am excited to get more use out of KAS/KIS in the process. The lockers that come with SEP make for much more compact landers. I have been practicing and fine-tuning my maneuver nodes through rescue missions, and have gained much more confidence for doing interplanetary maneuvers now. I'm confident enough to let my rescue crafts launch straight from KSC to intercept rescue missions without needing to first circularize and line-up. I tested my new skills with lining a maneuver node for Eve, and realized my only challenge was that Eve is out of phase at the moment, so my fly-by craft doesn't have the Dv to execute. It got repurposed to a Munar mission. Long story short, after two years of playing, I will finally put a kerbal on another planet intentionally. We will not speak of the Laythe mishap in 0.22. Therapy has been helpful. - Khorso
  8. What happens when I rescue more Kerbals than my astronaut complex is rated to hold? I'm at my max of 12, and I have three or four rescue contracts underway... Do I get to keep them if I bring them down, or must I upgrade my facility to keep them? I don't want to lose valuable engineers/scientists this way. -Khorso
  9. I'm very interested in this mod - I'd help out with it if I only knew more of programming... This would be a great way to teach financial literacy in a simulator! On that note, graphs aside, it would be interesting to be able to allocate budgets into the game! Budgets for manned missions, robotic missions? Insurance is a possible idea too, for those RPers who play hardcore - insure a kerbal or mission, based off of DV, kerbal skill, etc. Keep up the good work @magico13 and co, I like what I see! -Khorso
  10. @RenegadeRad Post pictures! We'll help analyze the designs and offer tips. This community rocks for that. Today, I extended my early career remote tech network, and officially launched my first non-Kerbin mission to the Mun. I got an unkerballed satellite-and-lander combo onto a 50k root launcher, and its Mun-Bound now for a polar orbit to set up a SCANsat system. I'm nervous about my lander - I overestimated my Delta-V capacity, and now I'm approaching to land on the Mun with just under 1000 Dv once circularized... I had to juggle fuel from my lander to my satellite just to get enough Dv to transfer and circularize. With little Dv for margin of error, and questionable remote coverage, I will be put to the test landing my first lander. Tips on the best descent profile? I'll be circularized at around 200km polar, and need to land on the kerbin-facing side of the Mun. I'm comfortable with the flight computer, it just doesn't have the finesse to land remotely. I'm still in the first tier of the RnD center. Trying to get science on a shoestring budget is always fun. Pictures to follow as the mission progresses. -Khorso
  11. @Bigbootie You can add 'toggle thrust reverser' (last option in action group) to your breaks action group, and as long as your brakes are active, thrust will be reversed. This works with the hotkey, as well as with the altimeter toggle button. I use this on all planes with reversable thrust - it's highly effective and responsive. -Khorso
  12. Hi all, While playing for a while, things run smoothly, however, I randomly have certain building scenes crash on me even though the rest of the game is playable. If I attempt to load any building other than the VAB or SPH, the overlay screen will pop up for a moment, then disappear back to the KSC scene. If I mouse around a bit, I'll occasionally have the building scene flicker as I mouse over a tooltip (such as RnD research nodes or the 'exit scene' button), but I cannot get the building screen to persist once this bug appears. I can exit the building scenes to regain functionality of KSC scene. It is fixed upon a reload of the game, until the next time it randomly strikes. I have made sure that all of my mods are up to date. I am running the following mods: [x] Science! Blizzy's Toolbar AsteroidDay Chatterer DistantObject DMagicOrbitalScience GPOSpeedFuelPump KAS/KIS KER KW Rocketry Redux NavyFish Docking Nereid's Final Frontier Procedural Parts RealChute RemoteTech SCANSat TarsierSpaceTech KAC with ModuleManager 2.6.22 Any suggestions? Is anyone else experiencing this problem as well? -Khorso
  13. So I made this back when the new engine modes came out. Thought it was a fun MiG-esque plane. Very flyable, very fun. -Khorso
  14. Logged in just to tell you how much I liked this movie, and this song. Brings back good vibes from Titan A.E., perhaps the biggest reason why I was drawn to KSP in the first place! Maybe I'll have to recreate the Valkyrie now... -Khorso
  15. That's a seriously admirable endeavour. I'm impressed by the elegance and complexity of it- I have much to learn from this mission! -Khorso
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