Dun Kirk
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Everything posted by Dun Kirk
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How to change ship and still going?
Dun Kirk replied to WolfyPlayer's topic in KSP1 Gameplay Questions and Tutorials
there is a mod which does this -
Could we have a 'stickied' how-to thread?
Dun Kirk replied to Hidden Gunman's topic in KSP1 Gameplay Questions and Tutorials
google scot manley -
dv for Tylo and Laythe lander.
Dun Kirk replied to SSSPutnik's topic in KSP1 Gameplay Questions and Tutorials
yerh laythe and tylo are tricky to land on... 5x the mun's gravity (kerbin is 6x). -
Efficiency - Mun Descent
Dun Kirk replied to Osprey's topic in KSP1 Gameplay Questions and Tutorials
until costing comes in and the science rehash its hard to tell...... I used a reusable lander with a fuel depo in orbit. I think building minimal fuel profile is ignoring the cost of launch.... -
At the movement you unlock a group of parts, eventually resulting in your parts lists being cluttered with parts you personally never use. (it seems you may be able to pay for a part before unlock) Is there away of rigging it, so you unlock a group of "prototypes". Then if you like the part you pay extra science/cash for actual development. (real life mechanic) To balance this, any part you didn't research in that block, costs towards the next stages unlock cost. I say this because people have said, "career mode is better because it restricts the parts you have, making you get a better step by step understanding of rocket design." This way people can customise their parts lists on personal preferences, rather than "bang you have 5 parts, only 1 you will use."
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Action Group Addition
Dun Kirk replied to Themorris's topic in KSP1 Suggestions & Development Discussion
I got a better idea.... action groups can be placed as a stage group. same thing but simpler. -
Suggestions for a good Mun payload lander.
Dun Kirk replied to zukalop's topic in KSP1 Gameplay Questions and Tutorials
I built parts that basically all had a poodle engine myself. I had a stab at a nuke sky crane but I didn't like the dodgeyness of pickup. Maybe when resources come out I'll have another go. -
if xenon tanks and ion engines are in utility.... then RCS tanks can be put in command/control with the RCS ports.
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bird strikes... that's what the game needs!!!!!!!!!! *gets carried away in a straight jacket* good point though
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Should they really be called "Solar Panels"?
Dun Kirk replied to 99jeeptj's topic in KSP1 Discussion
splitting hairs panels -
Space Center Development
Dun Kirk replied to omega-envych's topic in KSP1 Suggestions & Development Discussion
" The Space Center was recently "modularized" into hexagons (if I recall the dev note correctly) which could be preparation for it either being destroyable, configurable, or buildable in other locations. " ohhhhhhhhh nice -
never sure if its a bug or structural failure when tanks to feed between each other... they say they plan to have an exploded view, so may then it'd be easier for the game to identify. that said my ships seem to completely joint on loading atm, like the devs say "shake test!... dude we're saving you time"
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I'd like a jump function or at least an alarm clock. Plenty of games have load times.... I don't see how there are not natural zones, either you are around Jool, around the Sun or around Kerbin. If I want to go to Jool, only calc Jool and jump, if I want to go away, then "loading screen: hey you wanted to time warp bub, you could of waited but Noooooooo :P"
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Standardize values.
Dun Kirk replied to Paul Kingtiger's topic in KSP1 Suggestions & Development Discussion
put everything is imperial, you young-ens don't known nothin' -
*thinking about doing a docking tutorial*
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2x 3 man lander cans is heavy. ( remove 1 lander can and add a probe + ASAS instead) 750 RCS on a lander? You need like 80 units max. 2x 750 RCS on the transfer again why? you have way too many chutes on the lander, add a decoupler to the lander, so once you return the the transfer you can then dump the dead mass if you need more engines for breaking, then fine but design it so that you can then dump them if you have 4 drop tanks, then do asparagus staging on them. you'll burn 2 sooner and drop them saving on mass. I suspect this is a two launches joined together? Its too wobbly from experience.