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Everything posted by Redwizard000
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Finishing up with "New Epica Base". The original intent was science research and fuel production. Unfortunately the part lag is very bad... so the whole thing is pretty much useless. Looks cool anyway.
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Is it possible to get the old RCS translation controls back? It used to be when in normal flight mode WASD would roll the ship with RCS. In Docking mode WASD Shift Ctrl would translate the ship forward, backward, left, right, up and down. Now the translation controls are IJKLMN in both modes... Is there a way to make it work like it did before? The new keys are bugging me.
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Dude, the heat shields are no biggie... Besides, if they upset you that much, just turn the setting off.
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Well, it could be worse. I mean forgetting batteries has to be more forgivable than forgetting a parachute
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Yeah... I have had a grand total of ONE success with Kerbal airplanes\spaceplanes if you can even call it a success. I made a SSTO orbiter that had just enough fuel to make a 70km orbit and deorbit, barely. Then you have to land it using chutes because I never quite got the hang of how to put the fuel tanks on the planes so that they don't spin out of control senselessly when the tanks are empty. I made it for K-Prize. I have mostly given up on planes, I stick to my strengths which are rocket building, station building and base building. I can dock like a boss, that is my claim to fame .
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Hype Train Express 1.0! (Pic Heavy)
Redwizard000 replied to Ival70's topic in KSP1 The Spacecraft Exchange
OK that is pretty epic! -
All right, where ARE tier 0 buildings?
Redwizard000 replied to cicatrix's topic in KSP1 Gameplay Questions and Tutorials
I guess it makes sense when you put it like that. One thing I have never quite understood about the launch pads and VAB in regards to "parts" is why does the number of parts matter? I can see radius, height and weight mattering but why the number of parts? Could you launch a mun rocket from the barn launchpad? No probably not. But a small rocket with 50 parts is still a small rocket. I have overbuilt rockets where I have had to take lights and science parts like thermometers and antennae off because I exceeded the part amount. I mean, really? That one light is going to over-strain the launch pad? When I can take two lights off and add another full fuel tank? My suggestion would be to have certain parts not count towards the part count. Small things like batteries, lights, solar panels, small science parts (like goo or thermometers), antennas .etc. I think total weight should matter a lot more than something as arbitrary as "part count" -
I for one am really enjoying 1.0 and the new mechanics. It is more "real" than previous versions, that's for sure. I think the new atmospheric\aerodynamic system adds a nice new challenge to the game. I believe it can be turned off. I am not sure about your specific instance, but I have been having all kinds of things explode during reentry... I second that the Engineering Report tab would be more useful if it contained more information about the rocket, like Delta V and such. It would be nice. I also wish that there was either a vanilla module or a tab in the tracking station or something that would show you the angles for the launch windows to other planets, like the protractor mod does. I just started a new career, but I am already having a lot of fun with 1.0. I can't wait to unlock some of the more advanced stuff. I doubt that any release of any game is going to ever please 100% of the players or contain 100% of every feature that every player wants. That is why games (especially sandbox games) have a modding community.
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All right, where ARE tier 0 buildings?
Redwizard000 replied to cicatrix's topic in KSP1 Gameplay Questions and Tutorials
While the barn would be quite humorous and very "Kerbal" I really don't see the point in having a lvl 0 building... the lvl 1 buildings are already begging to be updated the second you start. I mean what would you do with the barn? Launch a command pod on one of the new little half-pint boosters, earn the first liftoff contract and then promptly upgrade the barn to lvl 1? I really don't know what the intended progression would be other than just having one more set of buildings to spend money upgrading almost immediately. -
Goo Canisters explode during reentry
Redwizard000 replied to Tery215's topic in KSP1 Gameplay Questions and Tutorials
I was having the exact same problem. Merandix is correct, unlock and use the service bay and the heat shield and you will have no more exploding goo problems. -
Yeah I am having similar problems. You now definitely need fins and nosecones. I started a new career mode and couldn't figure out why all my rockets were flipping upside down in lower atmosphere. I haven't unlocked the rotating fins yet so I am having a really hard time rolling. I keep "almost" making orbit Wait until you discover the new reentry heat mechanics That little G force meter on the nav ball isn't just for show anymore.
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The release of 1.0 isn't a current event?
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I am starting to get bad gateways. We are DDOSing the forums with hype packets.
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What's the matter SpaceSphereOfDeath chicken???
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Prepare hype train for ludicrous speed!
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Hype stalking is fine, it says so right in the stalking laws.
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lol, I just got a call from work. Everyone except for the manager and director in my department called in sick today. My boss left me a message on my phone asking me to come in (it's my day off, I'm not going in). Me and the other 5 guys in the department are all big Kerbal players. I doubt they are sick... they are here... somewhere in the cars of they hype train. I should call them all and see if they want to have a launch party; I hear that booze, rocketry and general unprofessionalism go together pretty good.
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So is there a prize for the 5,000th poster in the Mega Hype thread?
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I did a mission to the mun. Command module with detachable lander. Jeb and Bob were in the command module and Lemdred Kerbman was in the LEM. Lemdred went on his mission, did a bunch of science and stuff. Due to... technical difficulties involving the RCS system on the LEM I was unable to dock the two ships back together. So I got them close enough for Lemdred to EVA over to the command module. He got out of the LEM and got the data from the goo can and the science jr. and spacewalked over to the Command module. He grabbed on to the ladder and I hit the button to board the ship. I got all the green text showing that all the experiments were stored and Lemdred entered the command module. The only problem is that he is also still hanging on to the ladder... There are now TWO Lemdred Kerbman's; one in the command module and one hanging on to the ladder. The one outside could not board the ship because all seats are now taken up. So I did what any reasonable mission commander would do - I left the extra Lemdred there orbiting the mun and returned to Kerbin. Landed the Command module and everything was fine. The problem: Evil Lemdred is still there orbiting the mun... Only now I can't "fly" him. He shows on the Tracking Station screen but you can't select him and you can't "terminate" him. If you go to the map screen and focus on him it switches to him but there is no model. I can't seem to get rid of his orbit line or the little Kerbal icon. I tried restarting the client but he is still there, watching and silently judging me. Anyone ever see something like this before? This is a first time I have ever seen a Kerbal clone himself (though I suppose this may support a Kerbal asexual reproduction theory). More importantly, anyone have any idea how I can make ghost Lemdred go away? Thanks, RW
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You Will Not Go To Space Today - Post your fails here!
Redwizard000 replied to Mastodon's topic in KSP1 Discussion
I attempted an Eve lander... The landing went fine, except for the fact that I wanted to land on a mountain. Missed the mark just barely (relatively speaking) and instead landed on the flattest point on the planet at almost exactly 0 sea level... I don't think Merger Kerbman will be going into space again today! (or any time soon...) -
I have had that problem also, I have started putting seperatrons on the discarded tanks so that they get thrown clear instead of clipping through the main stage. Works pretty well.
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I use it all the time except on basic launches, like sending one thing to the space station or a simple orbiter. My career mode space station was built using parts that were carried into space with asparagus rockets. I don't pancake them though, one layer of either six or eight radial rockets depending on needs. I think making ridiculously un-aerodynamic rockets in anything other than just playing around in sandbox is an exploit... (Not that I have ever used an exploit or anything... like my infinite free cash orbital satellite network.)
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The "You know you're playing a lot of KSP when..." thread
Redwizard000 replied to Phenom Anon X's topic in KSP1 Discussion
When you have managed to convince yourself that if NASA somehow hired you as a pilot that you could easily fly a real rocket into space and dock it with the ISS with no real world training or experience.