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Blind Dead McJones

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Everything posted by Blind Dead McJones

  1. I used to have Luke and Bilbo before I accidentally deleted that save. Now I have James and Dean. Generally I seem to prefer to hire the ones with real or real-ish names. Interestingly, I have a Kerbal named Milly which is definitely a female name (somewhat old fashioned too). Wonder what's gonna happen if they update the game to make Kerbals not all look identical.
  2. Sandbox is a good way to help people learn the basics when they can use any part in the game to learn things like basic construction and how to achieve orbit, and they can start without having to be restricted to the very small amount of parts (IIRC you don't even have decouplers at the beginning). I've heard it go the other way though - someone once said that the reason that career mode exists is to start you off with fewer rocket parts and build up to having more options available before you start playing sandbox. That way it instills a more natural learning curve where you first have to learn how to control a rocket before things like gravity turns and all the other stuff.
  3. My method is to fire straight up until about 10km, then turn towards the prograde vector. Make sure the time to apoapsis increases until it passes 45 seconds, and don't let it fall below that or you will not go to space today. Mind, with especially large rockets* you might need to start your turn later, closer to 15-20km. I'm not sure if this is just an intrinsic feature of big rockets or if I need to refine my technique. Also, all this only applies to Kerbin. On a planet with no atmosphere, you're supposed to start your gravity turn as soon as you lift off, because the lack of an atmosphere means that there's no minimum to orbital height. *Actually I think it's less about mass and more about thrust-to-weight ratio. Not sure.
  4. Launch windows are going to be the same no matter what the rotation of Kerbin is. Same phase angle, intercept angle, etc. so the method won't change, just the calculation. The difficult part is that you might have to do the calculation that way rather than using dates... or just wait until Kerbal Alarm Clock updates. That might work also. I've been meaning to investigate that function anyway.
  5. If you need to dock multiple ports together, I might suggest using a bigger port instead. Docking port Sr. makes a very strong connection and lining up one set of these is much easier than lining up several standard sized ports.
  6. I have a design that I've placed on my mun base and also used on my first Duna mission: This version has four seats and is entirely stock. The one at my mun base has some KAS parts and only two seats (because that one was a prototype). I might replace that one soon. This is one of the more stable rovers that I've ever built, and it's relatively hard to flip over if you keep it at a reasonable speed. Unfortunately Kerbals have a hard time with that concept, but it still works relatively well regardless. I wanted to leave one at every base, and send one with every exploration mission. My current mission is my first mission to Dres, and unfortunately I forgot to send the rocket with the car on it. I've never put it anywhere lighter than the Mun, either, so I don't know if it works well on Minmus.
  7. I know there's a mod that has cargo bay stuff (possibly B9 aerospace, and you could probably jury-rig something with Infernal Robotics). That said, I think that a cargo bay would be incredibly helpful in stock.
  8. I've seen people discussing it before as being an improvement to the standard 32-bit KSP, and some people get KSP to work this way even though there's no official support. Now in the new video about version 0.24, they said that it was made in the new 64-bit version of the game. This apparently is a big deal. So what is the difference? Does it run faster? Does it allow for more mods? Is it more compatible with some computers?
  9. A lot of pirates were actually privateers and worked under contract. That could be a good way to get started.
  10. I wanna put a rover on Laythe, but because it has so much water I want to make something that will be able to move in the water. I made a prototype that floats, but once it gets in the water it cannot move anymore. I'd rather use something electric so I don't need to worry about fuel once I arrive. I can't figure out a way to do this without a rocket engine which would probably be a very inefficient way to move about the surface. I'm not against using mods, so if you have any suggestions for one feel free to include that.
  11. There's a mod called Kerbal Attachment System that allows you to add struts to a structure that's already built and launched.
  12. I'm not sure which of the two that is, and I'm not sure if I'm allowed to say for fear of spoilers (and I can't remember the rules on that ) One of the two anomalies has been removed, I know that for sure.
  13. Le Monde is a dead serious newspaper. They generally don't talk about video games because that's not "serious journalism" material. Like Lilleman said, this article isn't about KSP so much as it's about using computer games to get children more interested in learning.
  14. If you're gonna cheat to put 30 fuel tanks in the space of one, you might as well just enable infinite fuel.
  15. Tutorials for landing, rendezvous, and docking would be great. I'd also love one for getting a spaceplane into orbit. Exchanging reputation for science would probably be because you did something questionable, like espionage, theft or bribery. That kinda makes sense, I think. When's the .24 update slated for? Have they even given a set date yet?
  16. Oh God, I freakin' love Apollo 13. I'm totally stealing your idea. Anyway, I think the music we have is fine, and I'm surprised it's royalty-free. Does that mean it's not composed for this game? Because one of the space tracks echoes the main theme of the game. I don't think the music is bad, I especially like some of the VAB tracks. I just wish there were more of them. The VAB has 3-4 tracks and space has 3-4 tracks, and they get old after a while. The style fits quite well though.
  17. It's possible that it reentered atmosphere accidentally. If a ship enters atmosphere when it isn't the craft in control, the game deletes it on the assumption that it's going to deorbit and crash eventually. I did this once while trying to recreate the Gemini missions.
  18. I once saw a very Kerbal trick where someone placed the small SRBs on top of the booster rockets facing so the engine points at the central stack. Those rockets fired when the next stage started and the booster flew away. He did this instead of decouplers for some reason, but if you have those then it should be enough to get your large SRBs away if the ordinary sepratrons aren't working. Mind, this approach was because he didn't use decouplers for some reason, and he had a video where the separation didn't work and the central fuel tank overheated and exploded.
  19. I know you said stock, but besides mechjeb you could also look into Kerbal Engineer Redux (gives you all sorts of information including speed, delta-V, apoapsis and periapsis...) and Scansat (make maps of the surface of a planet, which also shows you your orbital path and exactly where it ends). As for going all stock, remember that you want to start from a lower orbit, because stopping will take less DV. It's tempting to kill all vertical speed and then fall straight down, but this actually costs more fuel and isn't a very accurate way to land due to the fact that the planet will rotate under you. For the reason of rotation as well as killing momentum, remember to put the end of your suborbital arc slightly past where you want to land. Lastly, don't get discouraged and don't expect a pinpoint landing. When I go to my munbase, I generally consider it a success if I land within 1/2 kilometre and chose a flat valley area specifically for this reason. I also gave them a mun buggy to go back and forth, because flying them around with the EVA jetpack individually takes forever.
  20. Everyone does it eventually. Sometimes, Kerbals die valiantly on their heroic journey to where no Kerbal has gone before. Other times you make a stupid mistake on a routine mission. Sometimes you do something stupid like trying to land on the Mun at night, why not? We've all been there. By the way, unless you've enabled permadeath, your Kerbals will just show up at the astronaut complex a few days later, completely unharmed like nothing had happened. Maybe that's why they don't care for safety procedures, I wouldn't be so hesitant to strap myself to a rocket made of scrap metal and stolen parts if I knew I was gonna go home either way.
  21. You could try Infernal Robotics mod to do this, it has hinge parts which are perfect for that.
  22. My God, it's even more insane than I imagined. Actually, in his video Scott Manley mentioned the problem with putting that much radiation in the atmosphere, but I don't think he said anything about the destructive force of dropping nukes at the launchpad. Bye bye, KSC!
  23. Well, you can find the old KSC in the mountains north of the western desert if you know where to look. What's really weird is if you leave something on the launchpad there, the game thinks it's on the launchpad back at the current KSC which can prevent launches. Oldest easter eggs are probably the monoliths, but I'm not certain about that.
  24. So what was the Kraken drive anyway? It looks like you made a rocket that gets thrust from clipped parts exploding once physics is applied to them. Apparently that doesn't work anymore, but there is a thing called the Orion drive in reality which uses explosives to propel itself. The Kerbals I'm sure would love it, and I'd be shocked if there wasn't a mod that already has it somewhere.
  25. Hopefully cities would add a few things like alternate runways and maybe even alternate launchpads. Granted extra launchpads might not be all that useful considering it doesn't matter that much where you start (especially because the one we have is at the equator already). Extra runways would be great though, because coming in from orbit to land on the only runway in the entire world is actually quite difficult. Maybe they could put in a way to unlock them too. Like they belong to the companies that give you contracts, and if they like you then they let you use their runways. And if they don't like you then they kick you out. One more thing: as much as I wanna see cities, I also wonder what other Kerbal society do they have? Wouldn't it be great to land on someone's farm and then the farmer thinks you're an alien or something? Wouldn't add much to the game, but it would be really funny and totally in character for Kerbals.
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