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KSP2 Release Notes
Everything posted by vicwarrior
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Damn that looks good, too bad it won't be able to fit more than 6 kerbals, anyways, kind of timely since xcom 2 (or whatever sequel they do to it) has just been pretty much confirmed.
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IX-6315 Dawn Engine overheats?
vicwarrior replied to Nookos's topic in KSP1 Gameplay Questions and Tutorials
You got the kraken. -
From what ive heard, not quite enough to make it worth your while to tug into LKO to set up a refueling outpost as very littloe ore will be left after the fuel you use to get it there. As they take lots of fuel to move around, however, if you can catch one of them on your way somewhere they can make your trip somewhere for pretty much free.
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The Big rockeeters that go around the forums tend to use mods, which cause their fair amount of crashes. Otherwise vanilla KSP is pretty stable.
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My only kerbal to reach Jeb's level is Val. The amount of times she should have been rescued and the amount of times she has been rescued is uncanny.
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PSA: Solar panels generate less power in atmospheres
vicwarrior replied to Volix's topic in KSP1 Discussion
Just to make sure, can someone test if solar panels produce more power if you heat them up, with a lets say, a few nukes? It is probably just atmospheric extinction, which is anyways a very nice detail from Squad. -
Outpost contracts?
vicwarrior replied to DarkGravity's topic in KSP1 Gameplay Questions and Tutorials
Also, another thing to keep in mind is that you dont need to fill the outpost with kerbals, or keep the outpost there after the contract is done, you can actualy just launch a probe then after the contract is done bring it back to kerbin and retreive it, as long as there is space for kerbals they will be ok. -
Thats called a hardware assisted landing.
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If it weren't i wouldn't be playing it. You might be not fond fo starting a game with a steep (or vertical) learning curve but sometimes it just makes the game all the better and more fun. (Source: Dwarf fortress player)
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Why does it matter? They are going to die anyways.
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Jeb, bill, bob and other random kerbonauts babysitting a science outpost on minimus. Meanwhile Val and 2 other kerbals are figuring out mining on the mün. Both dont have parachutes on their respective crafts so they aren't coming home until i send a rescue craft, which im too lazy to do for the moment.
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The "You know you're playing a lot of KSP when..." thread
vicwarrior replied to Phenom Anon X's topic in KSP1 Discussion
Just 30x less dangerous??? ... do you produce? Nukes? -
The "You know you're playing a lot of KSP when..." thread
vicwarrior replied to Phenom Anon X's topic in KSP1 Discussion
When you are walking somewhere and you wonder how much DeltaV your legs have. -
Veteran players reminisce: What was your first Munar landing like?
vicwarrior replied to Tex's topic in KSP1 Discussion
Many quickloads and quickwaves were done. They had to wait for a rescue that never came. -
build super motherships and go on a tour across the system, build colonies on all the celestial bodies, take challenges etc etc... This game is a sandbox.
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Meanwhile probes on the joolian system: 01011001 01101111 01110101 00100000 01101011 01101110 01101111 01110111 00100000 01101001 00100000 01110111 01100001 01110011 00100000 01110100 01101000 01100101 01110010 01100101 00100000 01100010 01100101 01100110 01101111 01110010 01100101 00100000 01111001 01101111 01110101 00111111
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The best would be to set up a mining ops in either minimus or the mun (personally i like more minimus), have mining rig there mine for ore which you can have refined either on the ground, or in orbit (doesn't matter since ore to LF+O is mass neutral). Once you have enough fuel up in your fuel depot you can have a tug (i recomend nukes for it) pull it to your refueling station in kerbin LKO. It would be a big investment for this set up but you would save much more spacebucks in the future by making interplanetary missions much cheaper as a result of being able to refuel for free at your space station.
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There is no power source on the probe, meaning it will die some time after being deployed, also it hasn't any scientific equipment which makes the probe quite useless. Anyways, sticking a small, efficient, engine on a relatively big fuel tank to move a small payload does net you a lot of deltaV.
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What are your key tech unlocks in career mode?
vicwarrior replied to KerikBalm's topic in KSP1 Discussion
Every tech that gives more scientific instruments. fuel lines and the space-grade duct tape (struts). 2,5m partsl. -
Cargo bay problem (rescue contracts)
vicwarrior replied to DaliPotter's topic in KSP1 Gameplay Questions and Tutorials
without a docking port connection or a claw grab the game will calculate the two ships as diferent entities, since time warp has to ignore physic calculations in order to be able to speed up the game the two ships will start ignoring eachother, effectively making it so the hitchiker pod separates from your rescue vessel. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
vicwarrior replied to KospY's topic in KSP1 Mod Releases
A quick question, can you use KIS to connect diferent ships together in order to transfer fuel in between them? I know it should be looking for KAS but it hasn't been updated yet and i want to get ground outposts going in my career. -
You know you overbuilt your rocket when...
vicwarrior replied to Deadpangod3's topic in KSP1 Discussion
My Munlander MK2 (designed to land 3 kerbals at either of kerbin's moons) is so overbuilt it actually became my training rocket as it could get 3 kerbals to level 3 in a single launch by, peeking out of kerbin SOI for sun orbit, landing on minimus, everyone plants a flag, going to the mun, landing, planting another 3 flags and returning home with just enough fuel, just recently did calculations and for level 3 i just need to orbit the mun so now new rookies dont suffer the risk of having to get out and push to lower the periapsis the last few Kms when returning home.