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Kerano

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Everything posted by Kerano

  1. Sure that was the word you were looking for buddy? Looking forward to the media group videos starting to roll in tomorrow.
  2. Just came across this. I'm impressed, especially at the dedication to getting them lined up in a straight line! I know your pain on getting the D and E class asteroids into place. My own version was much more messy, it was lagging badly so I just chucked the asteroids together the first place they'd fit - didn't try to form them into a line. Nice job!
  3. Ah, I'm facing the old dilemma... hype about the new update makes me want to play KSP, but playing on a version which is about to be outdated is somewhat unsatisfying! Particularly since with the scope of this update it seems likely I'll want to redesign many of my spacecraft and rovers. Oh well, hopefully the public beta opens soon!
  4. Checking in! Been lurking for many months. Exciting that experimentals for 1.1 are almost upon us!
  5. Where's the option for "I live on the wrong half of the world"?
  6. Huh, really? I'd never noticed that, will have to keep an eye out for it in future.
  7. Attempt 1: Forgot to set up the lower fuel lines correctly, ran out of fuel in 2 critical thrusters early and didn't make it to space. Attempt 2: Rearranged fuel lines, looked good at first, but then noticed one tank drained slightly faster than the others... the spacecraft became increasingly unbalanced and did not make it to space. (Forgot to turn off symmetry mode on one of the fuel lines.)
  8. What do you mean by "if the indicator stays in yellow"? I'll generally tolerate lag up to a point. I can deal with 1-2 fps for short bursts (during docking/refuelling for instance), but for long-term missions I have to have at least 5-10 fps. These are minimal numbers mind you, I prefer to have much more.
  9. No, this is the only mod I have installed. Other than Kopernicus and Outer Planets, this is a fresh stock install of 1.0.4. Could be my ship design I suppose, there are lots of bits sticking out sideways... still wouldn't have thought it'd be that much of a problem though. Atmospheric fire effects start immediately when it drops below 304,000 km even with the shallowest grazing, and it doesn't even last 10 seconds before exploding. Ok, will do.
  10. 4x physical timewarp helps a bit with Gilly... hold Alt and press >. Just turn it off near the surface. Still definitely a slow descent though. I see what you did there.
  11. Oh man... memories of spending more than an hour loading up and renaming 50+ ships... and all this time...
  12. Just picked up the mod, and got to say I'm loving it so far. Couple of things I've noticed so far... first, even dipping slightly into the atmosphere of Sarnus (~303,000 km) from a near-circular orbit explodes my spaceship almost instantly. I haven't got any heat shielding but still expected I could at least lightly brush the top of the clouds for a few seconds to let Jeb taste the atmosphere... I guess not. Luckily I brought plenty of extra delta-v. Another thing, when Hale crosses the plane of the rings the orbit indicators are partially obscured on the map view. As this happens twice per orbit on an extremely fast-moving moon, it's a frequent annoyance. Any fix planned? See screenshot below for an example.
  13. Assembled a multi-part spaceship in LKO, took it to Sarnus, and mined Hale for fuel. Outer Planets Mod
  14. Orbiting between the beautiful rings of Sarnus, intermittently piloting resource mining missions down to Hale. I picked up the Outer Planets Mod, having a blast with it so far.
  15. Sure, but make it a different game. Part of the appeal of KSP is that its rough "divide by 10" scaling prevents repeated journeys from becoming a chore. Case in point, launching to orbit on Kerbin takes 1-2 minutes, which is a good length to be fun. Scaled up to Earth size every launch takes at least 10-15 minutes not including any rendezvous/docking, which might be interesting the first few times but for many players would quickly lose its appeal.
  16. The exponentially slowing frame rate once you exceed ~500 parts in physics range... I like building big, dammit!
  17. Eleven versions. 0.21.1 0.22 0.23 0.23 Multiplayer Mod 0.23.5 0.24 0.24.2 0.25 0.90.0 1.0 1.0.4
  18. I'd be interested to know the stats for the number of people that make it to the different planets and moons. Not a forum poll, which has a minuscule sample size, but the actual bulk game data Squad receives. I'm sure it's only a very low percentage of players who make it to places like Jool and Eeloo, but I'd wager a much greater percentage still enjoy the experience of these planets via Youtube videos and shared screenshots. Back before I'd ever played KSP, seeing a video showcasing the view of Jool as a spacecraft landed on Laythe is what inspired me to invest hours and hours into the game to try to get there myself. I bet the marketing value of an update video which featured the view of a ringed gas giant from a nearby moon would be massive, even if only a small fraction of players actually make it there in-game.
  19. I used to go with flat and wide, or wheels on both top and bottom. Then I discovered the joy of reaction wheels on rovers. Now my favourite design is low to the ground, long and sleek with plenty of roll torque. Here's one example:
  20. I never think of stranding Kerbals as a "sacrifice"... it's an opportunity for an extended mission! What could be more exciting for a Kerbal than getting extra time to explore in space while another ship is launched to collect you?
  21. I much prefer the current Lab system to the one we used to have. Automatic science generation while warping is much less fiddly and overall more fun than a tiny % bonus to each individual science transmission. Also it allows more freedom in spaceship design when the Lab doesn't have to be carted along to every landing to maximize science.
  22. I'm a big fan of building monstrously large things. Almost all my ships are therefore capable of single-launch travel, landing, and return trips to their target planet. However my largest ships will often have a docking port so that the crew can do the landing in the main ship while the "tanker stage" remains in orbit for refuelling after the main ship launches back to orbit.
  23. Frequently when I'm building a 20-40 stage monstrosity I get the staging order wrong and end up jettisoning most of the ship directly above the launchpad. Multiple times in a row. Oops. I often design my ships around the minimum delta-v requirement, which usually works okay except when it comes to Moho. Even with experience I tend to forget that the launch window for Moho has to be extremely precise and end up running out of fuel in deep space on the return journey. Cue rescue mission. Oh, and I also never quite manage to get the Duna aerobrake right on the first try. It's such a tenuous atmosphere that I frequently end up under-braking and wasting tonnes of fuel correcting... or occasionally over-braking and "whoops" crashing...
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