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Blind Dead McJones

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Posts posted by Blind Dead McJones

  1. Depends on what mods you have and how you use them. Some mods are utility mods that can help you accomplish a lot of different tasks.

    One of my favorites is Kerbal Engineer Redux, which can figure out a craft's delta-V, TWR, and a whole bunch of other very helpful information. Kerbal Alarm Clock prevents you from warping past maneuver nodes, SOI changes, and whatever else you set it for. It can also help you find transfer windows. It's amazingly helpful for when you wanna run several missions at once. SCANSat lets you make maps of a planet for elevation, biomes, and even anomalies, and can help you make more precise landings by watching your orbital path on the map. Mechjeb does a lot of the stuff KER does and also has autopilot.

    Some mods are there specifically to make the game more difficult. Deadly Reentry adds reentry heat which can destroy parts of a craft or even possibly the entire craft, which is normally something that you don't have to worry about. Ferram Aerospace Research requires you to add fairings for probes and other non-aerodynamic stuff, which actually requires a separate mod if I remember correctly. TAC Life Support makes you have to keep track of how much food, water, and oxygen you have or your Kerbals can die. Remote Tech makes you set up a communication network with satellites to connect to KSC, and without it you can't control probes if they don't have a direct line of sight to KSC.

    Some people like the difficulty mods because they are supposed to make the game more realistic by adding in other concerns that stock KSP doesn't have. Some people just wanna play with rockets. It all depends on preference.

  2. It obviously means that Kerbals are not alone in the universe. You cannot prove that the "K" was not made by an ancient alien race before Kerbal recorded history. You also cannot prove that when the "K" is eventually facing the "smiley" below the sea that the Elder Kerbals shall not arise from the Great Archipelago to lead Kerbal-kind into a brave, new world (where TAC food is green and smells like Jeb's aunt).

    You're joking, but at one point there actually was a plan to add a narrative about precursor aliens who created the Kerbals, but it got scrapped for some reason.

    http://pastebin.com/3vvjushy

  3. You can also download a .craft file from somewhere, save the file into the appropriate ships folder of your saves (VAB or SPH), then open it and edit it however you like. You don't even have to edit it, if you like it as downloaded. Some people consider this cheating, but let's be honest, everyone takes inspiration from other people's ships at least a little bit.

  4. I haven't yet thought of anything that I would use the O-10 for that I can't already do with biprop fuel, though I'm sure someone has, or will.

    If you wanna get anywhere you will need several of the largest monoprop tanks, which won't lift off unless you add dozens of engines which will use all of your fuel in seconds. Maybe it will get into orbit with biprop and then switch to monoprop. I don't know why you'd do that, but it does give something new to test.

  5. I will once most of the bugs get sorted out. For now I'm sticking with the mods I already have and playing 32-bit.

    Last time I booted up 64-bit, the map screen showed no orbital paths, which made it pretty much impossible to do anything. I need to see if that's fixed yet.

  6. Like they said in the tutorial, if you aim about 45 degrees ahead of the Mun's current location then you should get an encounter. Otherwise, you can set up a maneuvre node to burn prograde until you meet that point, and then move the node around until it shows an encounter. This second method works for just about anything. It gets a bit more complicated with interplanetary transfers, of course, but you shouldn't worry about that until you can easily move around within the Kerbin system.

  7. If you feel like installing mods right off the bat, there's one called Kerbal Engineer Redux that does a lot of the math for you.

    KSP can be overwhelming at first, and it took me I think about two days just to achieve orbit. This was in the demo with fewer parts to choose from in construction. There are a ton of videos on Youtube that will explain everything to you, so if you're having a problem just look there. This forum is also a great resource if you still need more help.

  8. The ones I recommend to everyone are Kerbal alarm clock (prevents you from warping past nodes and other things, invaluable when doing several missions at once) and Enhanced Navball (shows normal and radial vectors in addition to prograde/retrograde).

  9. If you don't want to do it manually, then when you get tired of the orange suits you could just stick them in a space station and leave them there for a while. Actually, once you have a lot of continually manned stations and bases or do lots of missions at once, you'll have a lot more variety anyway.

  10. Amazingly, I've never killed Jeb. I did, however, have a close call with him.

    Being interested in spaceplanes, I decided to try the Aeris 4A stock design not knowing how poorly designed it is. Despite that, I somehow managed to barely achieve orbit. Coming back, however, I was running on fumes after my deorbit burn, and on top of that I was nowhere near KSC. I was coming down over land, at night, with almost no fuel and limited electricity. I tried to come down slowly... right into a hillside.

    I destroyed almost all of the plane, except the indestructible cockpit. Jeb is the luckiest Kerbal in my program.

  11. I built a rocket exactly like that and it works fine:

    2W15Mpc.png

    Notice the decouplers. Put those on with symmetry enabled before you add anything else and you should be fine for making the connection. You'll definitely need struts to keep it from breaking in half, though.

    txh3gCj.png

    zKjYGXX.png

    The decouplers tend to explode rather than just decouple, but it doesn't damage the payload. Oh, and I built this one during 23.5 and it worked then. I tested it again in .24 which is where I got those pics.

    So yes, this is possible, or at least it's not impossible.

  12. It still cost money to build that system, though.

    But you're right, using SSTOs and launching from easier-to-escape planets will certainly save a good load of money. The question, really, is a balance of economics vs. usability. It might save you money, but the extra complexity of the system might not be worth the effort.

  13. After reinstalling Kerbal Alarm Clock and Kerbal Engineer Redux (at the same time) and booting up 64-bit, this happens:

    Y2Rkrcr.png

    The orbital paths of planets, ships etc. do not show up in the map screen. They're still there, obviously, but the orbital paths are not which makes it much more difficult to navigate. It could be either of those mods that caused it, because I wasn't having problems with the versions I had before a few minutes ago. This also only happens in 64-bit. Ordinary 32-bit does not have this problem. I'm going to go back and see if I can solve anything now.

    [update]

    I removed the Triggertech folder and still had this problem. If this problem is caused by a mod, I think it's Kerbal Engineer Redux. However, at least according to Majiir, mods shouldn't behave differently between 32-bit and 64-bit, so this might not be a mod problem but instead a 64-bit problem.

  14. I had these three Kerbals, Bilbo, Luke, and Malney. I decided to try landing on the surface of the mun at night, why not? Crashed into the surface, all three died. On top of that, I accidentally quicksaved instead of quickloaded, so I couldn't edit them back to life. Taught me to do night landings.

    So I sent another mission, not only to do what they originally were supposed to do but also to place a flag where I think they crashed. Of course, when I got back, there they were in the astronaut complex like nothing happened. So I deleted that flag. Then I accidentally deleted the whole save.

    Yeah, kind of a shaggy dog story, but that's what happened.

  15. Like Xacktar said, don't let this discourage you, just think of it as a lesson about saving*. Really, you should consider yourself lucky that you had this problem with a video you made as a hobby and could just make again without any real problems. It's not like you lost a school project or something, then you'd be pretty screwed.

    *Most video programs, or at least all the ones I know, autosave periodically. Are you sure you lost everything? Either way, saving manually is still important.

  16. Docking mode is mainly useful for people who use joysticks, because it allows you to switch between rotation and translation with the space bar. For people who don't use joysticks, it's less useful because docking controls are WASD for rotation (left hand) and IJKLHN for translation (right hand). To me, having both at the same time is too valuable so I remain in staging even while docking.

    As someone said, it can help drive rovers around because if you use the docking mode translation controls, rovers don't apply rotation torque so they don't try to flip themselves over as they sometimes do on low gravity bodies like Minmus. But honestly that's all I do with it.

  17. I haven't sent anything to the surface of any of those planets, though I've orbited them all. I have to design a special rover for Laythe because it's 90% water so I need something that will float and can move in water (though I'm still gonna aim for an island). So I'm excited to see how that one comes out.

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