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Carsogen

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Everything posted by Carsogen

  1. YAW! HUGH! Good god! What is it good for? Absolutely nothing (except lateral axis attitude control)!
  2. Yeah it's a bit unnecessary in some situations but it would probably look a bit weird to have a perfectly flat bottom on the pod if you didn't put a shield on (The small pod can actually survive reentry from low kerbin orbit with no heatshield ) Cas.
  3. Thank YOU Squad! Resource easter egg prediction: The giant fuel tanks at KSC can be mined Not sure if this is as 'big' as the easter egg was said to be though. Cas. Edit: Also love the new lab/scientist roles!
  4. Sorry if I missed an explanation of this, but does the increased hiring cost apply if your Kerbals are on missions? For example is it the same if you have 20 Kerbals sitting in the space centre as if you have 20 in a Mun base? Cheers, Cas.
  5. You raised my hopes and dashed them quite expertly, sir! Bravo!
  6. Someone already mentioned here that time-warp is limited to computational limits and physics problems, and that Unity 5 may fix it. While it is true that it is based on computer limitations, the issue is in the finite nature of computers themselves, not the engine. Unfortunately this means that the issue will always be present, and that while unity 5 may help with many other things including physical time warp, 100,000 will most likely remain the limit. The only solutions I can think of are either mod it, run multiple missions with KAC or learn to love the space whale. All this is from the Squadcast with Max that someone mentioned before. Cas.
  7. Great work Speedy! Thanks for giving the challenge a go As for second chances, I once tried to make a "fly through a Mun arch at orbital speeds" challenge. If someone managed that without any extra tries I would go absolutely spaghetti. Said challenge was abandoned in the interests of sanity. And Kerbals. Manned missions were not the best for that... Cas.
  8. Burning at the Mun-rise while in low Kerbin orbit will get you an encounter, great for before maneuver nodes in career. Also like our real Moon, Laythe is tidally locked to Jool. Bonus: If you're in a spaceplane pinch, the KSC pool can be used as a loading dock Cas.
  9. Woops sorry! It showed up on the top of the challenge forum so I just assumed it was new Cas.
  10. My understating is that you can do everything however you want, the only limitation is that one your craft (SSTO, spaceplane etc.) is launched it cannot be relaunched or recovered. Cas.
  11. Bill is my experimental plane pilot, Bob is my backup commander for when Jeb is...well...preoccupied. Cas.
  12. Hi all, this is my completion of the challenge: The craft I used was a SSTO spaceplane named the "Shade" for its resemblance to an umbrella and is flown by Bilfrod Kerman. Here's the good part though: I used the KSC POOL as a loading dock! Yes that's right, forget mods (100% stock except for KER, RCS Build Aid and Cockpit Internals) and never mind having to balance planes that sit meters above the ground, now you can design a simple, 'flat' spaceplane and load it with cargo too! The space station to be constructed is the "Fully Reconfigurable Orbit 'N' Translation Experimental Research" or "FRONTIER" Station, which will be constructed in a 200km equatorial circular Kerbin orbit to prove the Shade's cargo carrying capacity and to sit just above the terrain detail lag line. FRONTIER Station consists of 6 modules and 6 crew members, each of which will be delivered by the Shade one module and crew member at a time. All up it has >16,000 electric charge, 1 science lab and uses panels for power so it complies with the challenge rules. Ground support vehicles: - 'Wombat' Fuel Tanker - Operated by Ground Crew Chief Hudson Kerman - 'Shuttle' Crew Transport - 'Flown' by Bilfrod's younger brother Mitfrod Kerman, who changed the name from the "Bug" and added a jet engine while jealous of his older brother for getting to fly the Shade. - 'Shark' dock loader - So named when Jeb evacuated KSC after seeing something "black and spiky" in the Administration Centre pool during testing. Each module and crew member while be introduced and described as it is put in space: Onwards! And there you have it! FRONTIER Station is ready and able to go on its secret true mission: To Minmus! May the threat of eternal space drifting spur Bill and his crew on to great discoveries! Scoring: -Modules: 6 -Mass (Before Minmus Trip): 17.3 -Kerbals: 6 -All Stock: 10 -Refuel: -5 -Bonus: *At discretion of OP, maybe if I smile really nicely? * -Total: 34.3 If there are any questions or requests for more info/images (or challenge checking by OP) just put up a comment and I'd be happy to elaborate on anything . Thanks OP for making such a cool challenge, it really inspired me to play a lot while in the middle of a bored spell Cheers! Cas.
  13. I considered pedals for yaw but it seemed to make more sense to put them for pitch because I don't have it on a joystick and the analog input of the pedals would give me greater pitch precision. so far I've got: staging, RCS toggle, SAS toggle (I never really use SAS momentary), gear, brakes. Just looking for one more button and to lock in the pitch/yaw/roll controls. Thanks for everyone's input! Cas. - - - Updated - - - I guess I could do yaw on the pedals, roll on the wheel and pitch on the paddles? Not sure which way is better. What about yaw on wheel, pitch in pedals, roll on paddles? Aahhhh so many options! Cas.
  14. Yeah staging definitely, unfortunately the buttons are just in two columns of 3 so no camera control I reckon one for RCS, one for SAS. I guess given the shortage of buttons the things I'm aiming to have are what an actual pilot would have, so no camera control or time warp, rather brakes, gear etc maybe? Cas.
  15. Probably my main gripe in some of the cockpits (can't remember which ones but I think it's mk2) is that the pitch, roll and yaw indicators are inverted for some reason, and there is a display with them on that does nothing. Also I think in all capsules these indicators only show user input, as opposed to SAS as well. Cas.
  16. Hi all, first off I apologise if this is in the wrong section, I really couldn't think of where else to put it. Mods please move it if you feel the need to, otherwise let's boogie! So I found my old racing wheel (Logitech Momo) and decided to try and fly some KSP things with it (rocket, spaceplane, rover). My only dilemma is which buttons to put where. I figure that camera control and clicking will have to stay on the mouse so my aim is to replace the keyboard. My plan so far: Steering wheel - Roll Flappy paddles - Yaw Pedals - Pitch Stick shift - Throttle Other than that I have six buttons to assign, what do you think I should bind those buttons to, or should I change what I have already? Maybe switch yaw and roll? Any suggestions would be really great Cas.
  17. Apart from the mk1 inline and mk3 cockpits needing an actual IVA, what features would you like to see added? Edit: Suggestions so far: Movement inside and between capsules Fuel/Resource Gauges Orbital/Flight Info Panic ButtonTM Ground contact indicator (for touchdowns) Functional Pitch/Roll/Yaw Indicators Ship Diagram (for pizza) Would you like more info such as fuel levels or a diagram of your ship? (I believe both of those are available in the Raster Prop Monitor mod, but what about stock?) Or would you like to be able to control more, maybe having a big, red button that says 'TO SPACE!'? Perhaps all of the above and more? Please post what you would like to see added to the game Personally I think the more the merrier (within reason, a movable picture of Uri Kerman may be a bit unnecessary) because it's a feature that is used as much as the player wants, and if you don't want to interact with Uri's picture you don't have to (as opposed to a feature like the atmosphere that affects all). Cheers, Cas.
  18. Nice work General! I've always wanted to visit the Mun arch, you might have just inspired me . Thanks for completing the challenge! Cas.
  19. I'm honestly not that optimistic about gas planet 2 after 1.0 (that is unless they're secretly planning to sneak it in ). The reason is that changing any current planet's orbit would potentially be save breaking, and even adding something new would be iffy. In alpha and beta this isn't so much of an issue, but if any game breaks a save with an update after release it's a problem, especially in the eyes of the media. This effectively rules out adjusting current planet orbits to accommodate a new one ie. moving Eeloo into orbit around GP2. This is not to say that I am not supportive of new places to explore, and I personally don't have much outside of the Kerbin system that would be potentially damaged, but others may have spent many hours setting up interplanetary infrastructure, time and effort that would be lost if the planets suddenly teleported around (this is what I mean by save breaking). tl;dr I would like more planets like GP2 bit I think that adding them would ruin saves, something I believe Squad will avoid like the plague after leaving early access. If anyone has any info or ideas otherwise I'd love to hear Cas.
  20. Sorry I meant like more physics-y exploits like infiniglide or Kerbal ladder power, not that those aren't totally cool to use . Just as long as you only have one single part creating thrust (a single control surface or a single Kerbal on a ladder) then the challenge is satisfied . Thanks again for completing the challenge and contributing! Cas.
  21. Great work! I imagine the final pod had some insane TWR . Thanks for giving the challenge a go! Cas.
  22. Kill it with fire Let us know OP which if any of these suggestions worked Cas.
  23. I had this issue once as well and I have a solution: Check in the save folder you're currently working with that in the "ships" folder, both the VAB and SPH folders are present. If not, create the missing folder(s) and you should be good to go . If they are both there then do as ajburges and Regolith say and delete any .craft files that are only 1kb. Fortunately the missing folder thing happened to me on a new save so no files lost. I find that using undo and save on crafts with 1 or 0 parts can cause these issues and the best way to remedy is regular backups of all your save files. Hope this helped Cas.
  24. I tried the tutorials again recently after the NASA update and found quite a few technical issues, for example quick saving/loading freezes your ship in space. I'm not entirely sure if this is reproducable but I'll give it a go, and get a friend of mine to have their first go at KSP by doing the tutorials. Off topic: I agree with others who have wondered why the KSP team are seemingly neglecting to discuss things on the forum. I personally don't use Twitter or Reddit so it's frustrating to only get info from devs through the very kind people such as OP who make posts like this (Other than Devnote Tuesdays and general update announcements). I know RIC already used the moderator hat to say that this isn't the topic of this thread but I just thought I'd try and emphasise to the devs that all of us here would love the chance to give feedback and suggestions, and all it would take is a copy-paste to include a huge group of basically free play-testers . Hoping for the opportunity to help KSP reach its full potential, Cas.
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