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Everything posted by moogoob
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Crew return capsule with docking port?
moogoob replied to WuphonsReach's topic in KSP1 Gameplay Questions and Tutorials
As others have said, just use 2 chutes and a shielded port on the top. If not that, use a nosecone/decoupler over a normal docking port for ascent. As per the weight of the size-2 pod, I don't care, it's still the most stylish way of flying 3 kerbals without strange aerodynamic effects like the Mk2 crew cabin. -
One could always do "deformable" terrain the way the first Red Faction did it - using meshes to subtract from the existing ground. There are limitations (like bullet holes or rocket scorches there are only so many you can create before the game runs out of RAM) but it's relatively simple and as Red Faction 1 can prove it can run on old machines.
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ATI was great when it was... well... still ATI. They were headquartered just outside my home city! I owned nothing but ATI cards (Radeon 9800 pro for the win - bought it for Doom 3) after 3dfx went bust (It was ancient but I loved my Voodoo 3, and the Voodoo 2 basically created the 3d video card market), until AMD bought them out. Now it's NVidia for me. *shrugs*. Heck, they bought the best of 3dfx's features anyways.
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Yay! We're back! Testing Imgur integration: That was easy. Cool!
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How long have you kept a vehicle design?
moogoob replied to DunaRocketeer's topic in KSP1 Discussion
All of my designs go through changes from time to time, even the steadfast Interstellotron probe lander transfer vehicle had to get tweaked due to changes in thermal and nuke engine functions. About the only one that doesn't is the Jebrocket - the first rocket flown in each career save. It's all the available parts at the beginning, with the exception of the girders. One chute, one pod, one flea, some fins and (iirc) a few goo capsules. -
Getting Tylo to capture me in Jool orbit
moogoob replied to More Boosters's topic in KSP1 Gameplay Questions and Tutorials
[quote name='More Boosters']Would that be more effective than just getting in a low orbit around Jool and benefiting from the Oberth effect?[/QUOTE] MUCH. I (with the help of folks here) pulled it off on my last career save. Came in hot (did an extra-fast burn form Kerbin to decrease travel time) and only needed 1000m/s to both capture AND adjust about 9/10s of my inclination to hit Pol. -
I just did a test - LKO to 30km periapsis with the size 1 pod w/ heat shield and 2 goo canisters bolted to it. Ablator reduced to 75. Skimmed through the highest layers of the atmo until hitting the stratosphere, then decelerated as normal until I could pop chute (size 0) at 5km altitude. Still had 40 or 50 ablator remaining. Goo canisters didn't even get hot, unlike my last suborbital flight. Mun return might be a different beast, however!
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Why solar panels???? I keep forgetting them.
moogoob replied to kerbarara's topic in KSP1 Discussion
In each career save, the day I unlock RTGs my Kerbals just about throw a parade. Seriously, doing anything past Duna with solar panels and fuel cells is difficult and tedious without some real serious planning. EDIT: Meant to quote two posts ago, so without that quote my post seems... off topic. -
Nvidia 3dvision works with KSP too, even in red/blue mode. There are issues with shadows and such, though, unfortunately. A stock anaglyph mode would be pretty neat!
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Flight list folders, colour codes, prefixes, or sticky notes would all be amazing for organizing missions. Specify old craft as "mission accomplished" once they fulfill their mission to remove clutter. Allow sorting... you may be on to something. The quest list in Borderlands 2 does a great job of this, you can sort by starting level, location, etc. or mark ones you never intend to do so they get off your list. :)
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Heck, I use a 3rd-party Xbox 360 controller with mine. Works like a dream!
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Exploration Contracts in 1.0.5?
moogoob replied to Kyrt Malthorn's topic in KSP1 Gameplay Questions and Tutorials
The "Explore" contracts are my absolute favourites. My crowning achievement has been exploring Jool, Bop and Pol in a single flight, with a single probe lander/dockable probe tug. It's good to get Arsonide's rationale behind them. :) -
Backslash triggers right-click view?
moogoob replied to jlcarneiro's topic in KSP1 Gameplay Questions and Tutorials
The new mouselook does have one use, as far as I'm concerned - no mouse on screen means no parts glowing green 'cause you left your mouse near the center when flying. There were mods to enable this for eg videos, glad there's a stock option for this now. -
1.05's affected Duna's aerodynamics? I'm going to have to run some tests.
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What are the heating limits of each part? (away from KSP right now)
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Good question, now that the heating system introduced so vigorously in 1.0 is finally being re-instated properly. I need to do some experiments with nuke tugs too it seems.
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Nice. I'm still finding neat ways to use that gargantuan jet myself.
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Won't likely get it until I get a current-gen console, which at my current income is a few years out (and after a new video card in priority), but it's a must-buy when I do. 3 and New Vegas absorbed a _lot_ of my time, and still do periodically on the 360.
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My fist Kerbal in orbit in 1.05 and it's not Jeb :D
moogoob replied to Pawelk198604's topic in KSP1 Discussion
Jeb is my Yuri Gagarin. -
I'm sure all I say has been mentioned before, but as I see it: -Aerobraking at Jool and Eve has theoretically been fixed (though since introduced to the Tylo Slingshot, I don't think I'll be doing a Jool aerobrake any time soon) -New engine (one quarter of a Mammoth with awesome gimbal and placement properties) -Many small overall UI changes, like the camera double-click mouselook (which also handily disables the Green Mouseover Glow) -Things now float in water -Parachutes turn red when going too fast, and can be un-deployed if accidentally staged -Radiators now work, in theory -Hollow structural fuselages!!! Plus, 1.1 will bring the promised probe changes, which will be a game-changer for interplanetary missions with its antenna requirements. That said, a few more LF+O rocket engines would be appreciated for variety - at least, a mid-level size-1 engine between the LV-T30 and the 909, like a size-1 skipper. A bigger, size 2 hollow structural fuselage (multiple lengths) for interstage stuff would be great, too.
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Sometimes science consists of "is there an atmosphere here? No? Ok, what about now?"
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There's lots of little bits to like in this update: -Parachutes turn red in staging diagram when you're going too fast. -I LOVE the new little jet engine. Not for any practical use, mind you, just making tiny drones. -New Thud & Aerospike models. -The first new LF+O rocket engine in a long while. -New hollow structural fuselage! Can we stuff things in there? I'll certainly try! -Scratches on the MK1 inline cockpit canopy - though I predict some may dislike them. -Cabin lights and afterburners light up your craft now. Sure, Mechjeb isn't working any more (refuses to control craft) but I'm having fun. Can't wait for 1.1
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Nostalgia: Your Fondly Remembered Rocket Designs
moogoob replied to Vermil's topic in KSP1 Discussion
The SpaceM Emperor III. I've been using variants of this design for big payloads since I got the game in 0.23. I no longer need the external balancing struts, but to this day it's reliable, powerful and really, really cool looking. -
What I'd do is import that into a vector design program (like Adobe Illustrator) and use the Pen tool to recreate the shapes using outlines. Then It'll be A) precise and infinitely scalable. That said, I've taken whole courses on the Pen tool so it might not be the easiest approach for someone inexperienced to accomplish.