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Redwizard000

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Posts posted by Redwizard000

  1. Sent a large ship full of probes to Jool. Put a probe on every moon except for Vall (There was a parachute related issue... Lets leave it at that) and Tylo (not enough thrust from the Ion drive)

    I also crashed a probe into Jool so that I could do some science and transmit it back to base before it was crushed.

    A4CDBC64E5056A9EFA2C529E9A044D39D76B6A41

    ^^This is my favorite one. Small satellite orbiting Laythe with Jool in the background.

    More screenshots on my Steam account, see the link in my signature.

    ADDENDUM:

    Couldn't sleep... got up and caught an asteroid.

    484529F9E019A702B877521ACE682759F032EAC2

  2. Redwizard000 thankyou for your mission video and the record of the exploits of Space Moth Mk I. Your word is good here. Congratulations on completing the K-Prize mission successfully and making a somewhat safe landing without any parts breaking off, which frankly was a minor miracle ! Welcome to the K-Prize party.

    Thanks! I knew approving that budget item for a case of duct tape and super glue for the space plane hangar would be a good investment! :cool:

  3. I have straight up forgotten them a couple of times and not realized it until I was on my way back from a mission. More common though I don't put enough parachutes on something. I have tried parachute-less rocket landings that have varying degrees of failure; usually lose one or two parts in the process. If I do screw up that badly I try to put the rocket into a stable orbit and I will send someone up to get them, and more importantly, the science they are holding.

  4. Is it any good for normal day-to-day usage of your PC? Obviously I'd use it for KSP but can it be used as a regular mouse too?

    No, it only works in programs that are designed to use it. I have one, I use it a lot in Lightwave3D. It also works in AutoCAD, Photoshop and a couple other programs. It isn't really a toy, it is designed to be used with 3D design software.

    You can not use it as a regular mouse, and even if there is a way to use it like a regular mouse somehow, I cant see why you would want to.

    It works pretty well in KSP, especially while using RCS. That is what I use mine for.

    This is what it looks like, with a soda can next to it for size reference: http://tinypic.com/r/2cpxf9d/8

  5. Made a failed attempt to land on Duna. Too much force on the parachutes opening tore the ship apart :( We salute the three brave Kerbals who lost their lives (I don't remember their names...) in the tragic event. They gave their lives for Science!

    Launched the first stage of Minmus I, my new station orbiting Minmus. It is my first launch with the new rocket parts... damn they are powerful!



  6. Here is my entry. The Space Moth MK I

    Flown by official test pilot Jeb Kerbman.

    Plane flies just fine right up until reentry when our test pilot decided to get a little wild on the stick... :P

    I may have used one or two tiny parachutes to help in the landing.

    (I guess some of those numbers are hard to read... The ship DID make it to 70k PE. I can post high res screen shots instead if necessary!)
  7. A KSP-sized Apollo-style Mun mission, run efficiently, can be completed in 12-14 hours from launch to splashdown. Of course the vast bulk of that will be spent cruising through the void between Kerbin and the Mun with nothing to do. This is quite reasonable if you have a day off. Whether it's fun or not... Well that's a different question.

    It might get interesting if you use the Telemachus setup with a twist: have three guys in a very small room (with some snacks, drinks and a bucket) be the CSM. Transfer two guys over to a very very small room (with fewer snacks, fewer drinks, and a smaller bucket) to simulate the lander. Have some more guys in a spacious room (with plenty of snacks, lots of drinks, a proper restroom and work shifts) boss them around using telemetry. Livestream for our amusement. As a social experiment alone it should be worth it.

    Once you get to the Mun are you going to go out in your back yard and bounce around on a trampoline in a scuba suit? Then you can sleep in a tent for a night or two before locking yourself back in your CSM.

    And absolutely live stream for our amusement!

  8. Running a real time mission is just using KSP as a really fancy interactive screen saver. I don't see any real point to it myself. It isn't like you have to monitor anything or do anything to the ship once its course is set, you just sit there and watch the ship follow the dotted line. The distance is also scaled way down so technically you are still time warping. It took the Apollo missions I think four days to go from the Earth to the Moon. In KSP it can be done in 4-6 hours, not exactly an authentic experience... And trying to do an interplanetary mission real time is just silly. I don't see what benefit or additional experience there is in letting your computer stay running KSP for weeks (or months, my last Duna mission took 108 days) just so you can watch your ship follow a dotted line in "real time" which again isn't really "real time" because distance is scaled down.

    Maybe it wouldn't be so bad if the game didn't have to actually be running. Like if you could setup a mission, turn the game off and come back later.

    As much fun as it would be to go into space for reals, I can only imagine how much it would suck to be trapped in such a small space with nothing to do for several months while floating to Mars.

  9. Congratulations! I recently made my first Interplanetary missions as well (first without cheating anyways). Flew to Duna twice yesterday (2nd trip was a rescue mission, ran out of fuel on the first). Flew to Eve today. I found that building a fuel station in orbit made it a lot easier for me.

  10. My Space plane is going bonkers! :confused:

    The plane takes off and flies just fine. I can get it to orbit Kerbin with no issues. When I try to land I set the plane in a nice nose down position going through the atmosphere. While it is descending through the fire it is fine. When it hits about 20km I open the air vents and turn the jets back on. The plane still flies fine. If I touch any control the plane goes nuts. It just starts spinning around in every direction. Even if I just tap the control the plane spins out of control.

    It only happens on reentry. If I don't go into orbit and just fly around on Kerbin I can do flips, barrel rolls and loops and the plane flies fine.

    The center of mass and lift are in the right places and all the fuel is in the center of the plane, and the fuel is almost all used up on landing anyways.

    I am not sure if I am doing something wrong or if it is a bug or something.

    I looked through the space plane tutorials on The Drawing Board and I wasn't able to find anything about it.

    I am thinking the problem may be that the fuel is being used up in orbit and that is affecting the balance, but I am not sure why the plane works fine until you tap a control.

    Anyone have any ideas? (The most recent crash cost Jeb his life... But I guess he knew the risks when he was volunteered.)

    Thanks

    -RW

  11. I personally think that:

    -Parts should cost money

    -Money comes from funding

    -Funding comes from either:

    -Government initiatives (like, land a Kerbal on the moon.)

    -Commercial contracts (like, put this new satellite in orbit.)

    Successfully completing contracts gives you reputation, failing contracts takes reputation away.

    Bad reputation leads to bad (easier, but not as well paying) contracts.

    High reputation leads to good (harder, but pay very well) contracts.

    The reputation would help set a stage of progression in the career mode. Your first contract would be a government initiative just to get a Kerbal into space. After getting rep for that your next contract might be to get a Kerbal to orbit Kerbin. Then to the Mun, then Minmus .etc. This would also allow players to slowly, through necessity, become more familiar with the game. Basically you can't progress until you master something easier. The game would still be a sandbox game as you could choose from a variety of contracts in your reputation range and it would be completely up to you how you accomplish the tasks... and if you want to play pure sandbox then don't play career mode - that is what the sandbox mode is for :)

    I don't like the idea of infinite science sources, but I do think that the science system needs to be reworked. I can unlock pretty much every single part in career mode just by landing on Mun and Minmus over and over again and then by the time you leave Kerbins sphere of influence there is nothing left to research. Research should be a slower process that requires a different kind of Kerbal on the ground to handle it. You go to the Mun, get some samples and then turn them over to a lab which is staffed by scientists attracted by your reputation. They will do the research on whatever you brought back and slowly award you the research points (perhaps on a timer not tied to the in game clock so it can't be Fast Forwarded through) up to a maximum for the object being researched. You could even build labs in orbit of Kerbin or in orbit of other planets as stations that would increase the multiplier of the research being done (again, up to that object's max). That could change based on where a sample came from and where it is researched. Think of it like, dirt from Kerbin, researched on Kerbin is worth almost nothing, but dirt from Kerbin researched on Eve could be worth a lot more (mixing Kerbin soil with Eve soil makes for a better snack growing medium or something...). Science would basically be used for what it is used for now, maybe tweak the unlock costs of some things. More things that science can be used for would be nice too.

    I kind of like the idea of factoring a Kerbals personality into the mix and having things like Psych evaluations and training for different scenarios, but I can't really come up with many ways where that would enhance the game experience aside from, like OrtwinS said, The SIMS Kerbal edition. Perhaps something like a Kerbal would have to be trained for a specific mission. Like 0g training for Kerbals that are going to live in orbit for a long period of time or specific training for Mun missions. Taking a Kerbal on a mission he isn't trained for would hurt the mission in some way. You could overcome the issue of really only needing 3 Kerbals for the entire game by putting a cap on the number of times an individual Kerbal can be trained. Like if you train to land on moons, you won't be very good on a space station. Something like that.

    Another thing that is almost essential for making a good career mode is the removal of the "revert flight" buttons. "Oh no! the rocket I just got contracted to build is about to crash because I didn't design it right! That is going to hurt my reputation and cost me money! ... Oh well - Revert Flight! Crisis avoided!" Come on... that is B.S. If you want to play sandbox mode, go play sandbox mode. Nothing wrong with sandbox mode, sandbox mode is totally cool, just that career mode is not sandbox mode.

  12. 0892D8CC6C59C6D7DD1A2700116EBACCEE1BA173

    This is my small, low orbit refueling station. It is also my first serious attempt at a space station.

    It's small, practical and functional. (except for the fact that it flies like a boneless rubber chicken with concrete sacks tied to its head and legs when you try to maneuver it...)

    It was designed to replace my failed attempts at building large impractical interplanetary ships with a method for getting smaller ships with larger payloads into orbit and then refueling them for long haul missions.

    Fuel is stored in the four orange tanks and then distributed to ships that can dock at one of the two available docking ports on the north and south side. (which may be extended or angled, depending on eventual ship design) Fuel is delivered by a ship from the surface which is basically a huge, flying fuel tanker. (not shown)

    The station also holds a lab for cleaning experiments from ships, thereby making it possible to re-use successful craft (if any) without needing to relaunch them from the surface.

    Also included is a crew cabin (hitchhiker) to store snacks and extra Kerbals to man the station in the event of a highly likely fatal accident.

    Whole station build using vanilla parts unlocked through career mode. Fuel tanker (not shown) is basically Rockomax tanks with the first stage designed with the new ARM engine\components.

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