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Everything posted by Brainlord Mesomorph
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I'm guessing countdown.
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I’m so conflicted! I have been working on my massive Joolian Exploratory Fleet for months! Designing, building, planning, lots and lots of planning! 13 ships, 3 space stations, over two dozen landers, rovers, planes, boats!, SSTO Seaplanes (four of them!) a budget of 6,000,000 funds! Everything has been designed, built, and tested. I’m halfway through orbital construction of the Fleet (6 of the 13 ships are done) departure in 45 days! Because of all of this, I never upgraded to 0.9. And now: Monday! New aero, heat shields! Resources! And I never did get into those new MK3 parts, Kerbal skillz or the new VAB. I’m so conflicted! Part of me wants is stubbornly continue with 0.25, I’ve made my plans and want to execute them! While the same time my mouth is watering over the new features, and fewer bugs. So I’m taking votes: What should I do? A. Give up, scrub the mission and start over in 1.0. B. Continue and visit 0.25 Jool. 1.0 will still be there when you’re done.
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Still using 0.25 (don't ask) Doing orbital construction, I realize I’d rather have this one module at the other hand of the ship. So I undock, pitch over 180°, reconnect, no problem. Now I have a third module to connect to, so I aim the ship at the other module, throttle up, and move backwards?! Some sort of game glitch??? I’ve checked, RCS (forward) does move me forward, at least slows me down a little, but nukes, with flame in the same direction, does the opposite. Anyone seen this before? EDIT: Its not a question of "control from here" The engine is pointing at the target but the thrust is pushing it away I assume the saved game is screwed?
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Seems very "kerbal" to try it this way. I'd think wings or chutes would be easier.
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http://www.theverge.com/2015/4/17/8439109/spacex-falcon-9-barge-landing-video a typical case of Lander Tipping Syndrome! (..... noooooo!)
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Hello Mr. Explosions! re: Kerbin time look at this web page:http://wiki.kerbalspaceprogram.com/wiki/Time 1 "Kerbin Day" (1 revolution of the planet) = 6 hours, 1 Earth Day = 24 hours (hours are constant) 1 "Kerbin Year" (1 Kerbin orbit around its Sun) is 106.52 Earth days. : 360 / 106.52 = 3.38 1 "Kerbin Year" (1 Kerbin orbit around its Sun) is 426.08 Kebin days. : 360 / 426.08 = 0.85 So in K-Time: kD = (Ejection Angle -90) / 0.85 Where kD is the number of Kerbin Days prior to departure. HTH EDIT: That means Kerbals have a two-day Leap Year every 25 years! (OK now my brain hurts) - - - Updated - - - the first burn? aligning Pe and Ap w/ the sun? at (the new) Pe! in line w/ the Sun.
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Now playing KSP on my 55" living room TV and my sky is far too empty. I don't like mods in general, but i do want clouds, so I think I want a minimal clouds mod. the less game-changing and mem usage the better. Oh and i'm in 0.25 (for a while) Suggestions? and thanks!
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My MegaTanker on the launchpad has 1281. about 1200 is the recoverable SSTO booster assembly. (Slows KSP to a slideshow)
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Dangers of upgrading to 0.9 in mid-mission?
Brainlord Mesomorph replied to Brainlord Mesomorph's topic in KSP1 Discussion
There's my deal-breaker right there. Or more accurately a ship-breaker! I have fleet of spaceplanes headed for Laythee. Struts and cross-fueling is an absolute necessity. (I had enough problems with those building this stuff!) I considered that, but realized things could go wrong weeks later. There are so many ships there is no way I could test everything. Thanks. -
They are developing this game faster than I can play it. As many of you know I’m planning a massive mission to Jool. I’ve been designing and testing ships, and working out mission logistics for months. I had to redesign some things when they came out with a 0.25, so when they came out with 0.9 I didn’t migrate just yet, but now it’s been months. Now I’m finally getting ready to launch (still in 0.25) but I’m also getting jealous of you guys with the all new features and the new biomes. So I’m wondering what could go wrong if I upgrade after departure but before arrival at Jool. I’ve heard things about probe cores no longer having any torque, I don’t think I’m using any of them for that. I am worried Kerbels and skills. None of my Kerbels have skills, and I’m worried that when they get there they won’t be able to change tires, move the science around or do other thing is because they don’t have the right skills. How does that work? Any other dangers or pitfalls?
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How many saves do you guys have?
Brainlord Mesomorph replied to Gaurdsman111's topic in KSP1 Discussion
I did sandbox at first, but then started a career game and never looked back. -
Delta V Economics
Brainlord Mesomorph replied to Doodle's topic in KSP1 Gameplay Questions and Tutorials
Your best bet for Kerbin escape is a highly elliptical orbit w/ your Pe as your ejection angle. (see the tutorial in my sig)' -
Um, if it travels its not a station, if it goes to the planets, its not interstellar. Building a huge *interplanetary ship* for a "grand tour mission" is the single biggest challenge of the game. Build smaller things first. Work your way up. I'm not even there yet, I'm building a fleet of smaller ships to send to Jool. (smaller than that thing, still 100+ tons each) IMHO (also 1 of your 2 pics isn't showing up)
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I had assumed slingshots were better. But after things were explained to me in the forms, I lernt that direct transfer is better, esp w/ the stock kiddie-sized solar system, IRL the numbers are different. EDIT: When I first started, for interplanetary flights I would first do a spoon out around the Mun, either prograde or retrograde, and then float in interplanetary space until it had a transfer window to the target. – but it was explained to me that I was giving up all of the "gravity assistance", more accurately Oberth benefit of the planet Kerbin. It is one of the biggest things of the solar system. – you can maximize that benefit using perigee kicking (see the tutorial in my sig) In our real solar system the Moon is much larger and further away, which changes that.
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How do you feel after playing KSP?
Brainlord Mesomorph replied to InsertUsername's topic in KSP1 Discussion
I am usually frustrated that real life has reared its ugly head and made me stop playing. -
Ship testing, easiest way
Brainlord Mesomorph replied to jarmund's topic in KSP1 Gameplay Questions and Tutorials
a mod called hyperedit