Jump to content

Slam_Jones

Members
  • Posts

    1,616
  • Joined

  • Last visited

Everything posted by Slam_Jones

  1. Three craters make a triangle. A triangle has three points. ... HALF-LIFE 3 CONFIRMED
  2. I've stranded Kerbals on Duna, Eve, and Laythe with absolutely no plans on bringing them back. Technically Mun and Minmus as well, but they're so close to Kerbin that it almost doesn't matter. I use reverts and quicksaves constantly. To the point where I've lost tons of Kerbals, but as far as Career mode knows, I haven't lost a single one. I've never used mods and don't plan to. (Except maybe Kethane some day) I'm in a love/hate relationship with orbital docking. I do it all by hand, even if it takes a couple dozen quicksaves and a few hours of frustration.
  3. Best way I've found to rake in the cash is to get a ship into orbit around Kerbin. From there, you can pick up and complete the "Science Data from space around Kerbin" as many times as you want (after you complete it, there's a pretty high chance for it to be available again). From there, I would usually land a kerbal on the Mun so that I can repeat the "Plant Flag on Mun" mission repeatedly. After that, just repeat the process with other moons/planets. The further you are from Kerbin (generally) the more funds you get for completed contracts. Good luck! Edit: As far as the orbiting ship goes, you just need a couple solar panels, an antennae, and a Kerbal in a pod. You can trasmit the same data and complete the contract regardless of whether you transmitted that data before. Second edit: If all else fails, just take a couple "Test _______ landed at Kerbin". Build a ship with ONLY the required parts (it doesn't need to function, you just need to be able to activate the parts) and recover it when you've tested the parts. Easy money
  4. This thread has inspired me to switch from building MunBases to building SpaceBases. My gaming computer isn't hooked up to the internet at the moment (don't ask) so I can't upload any pics yet, but I'll have some up here soon
  5. My PC starts slowing down around 300 parts or so (if I did a deep-cleaning and got all the dust out, it'd probably be much higher), and becomes nearly unplayable when approaching 1000 parts.
  6. Got my SSTO stable enough to land without parachutes (after achieving orbit and launching its payload), so I moved on and started orbital cruiser assembly. Got two rocket pods hooked up and a third one nearby before I had to get to bed. Once I get it ready for its voyage, I'll post some screenshots. Edit: Almost forgot... finally landed a Kerbal on Laythe, thereby increasing my income by a rather huge amount
  7. I've had this happen to me a ton of times... I think it's due to switching to Space Center/Launchpad/whatever while slowing down from a time warp. I posted my report of it, but if have screenshots it might help Squad figure it out. Here's my thread about it: http://forum.kerbalspaceprogram.com/threads/97346-A-new-Kraken Edit: I've also had trouble when the rocket I built in VAB was clipping slightly through the floor. Make sure it's got some clearance below it.
  8. Okay, sorry if I missed it, but what exactly is the question? What I gather is that you have a very heavy ship with only external command chairs, and stuff keeps exploding on it. Without seeing what you're working on, I'm not sure how we can help you.
  9. Simple enough. Follow-up question, however: what would be the largest objective to compare speeds to? The Milky Way galaxy? Local group? Observable universe?
  10. Makes sense, but when we're being told that Earth is moving through the solar system at __ km/s, and the solar system is moving through the galaxy at __ km/s, the galaxy is moving through the local group at __ km/s, etc, etc, what "anchor point" are these numbers based off of? And then, what if your speed was actually 0 m/s relative to that object? Would it be possible to say an object in geosynchronous orbit around something would have a speed of 0 m/s relative to that object? Like a satellite that stays relative to the Earth, neither getting further nor closer to the Earth. Relative to Earth, it's not moving, but relative to literally anything else, it's moving. (Sorry if none of this makes sense)
  11. Nice, I got the same joystick at home. Haven't tried it on KSP yet, how well does it work for you?
  12. Nice! I had a similar idea for a rover with wheels sticking out in every direction so it could move regardless of how it lands. Never built it, but I might try now
  13. Ah, if only I had even a modicum of artistic skill... I look forward to seeing the entries tho! Good luck all!
  14. Took me about half a dozen attemps to land a rover garage on the Mun (it would either hit the ground too hard, bounce, and land upside-down, or hit the ground softly, bounce, and land upside-down), I finally managed it. Drove my MunBase over to it only to realize the docking port on the garage was set inside the garage... sadly, MunBase will have to make do with only 7 pods for now
  15. Thank you, Squad, for what is possibly one the greatest games of all time. Overwhelmingly positive reviews (especially on Steam), excellent community, excellent game. But most of all, thank you for F5 and F9
  16. Mouse and keyboard. Considering hooking my joystick back up and trying that. What I really want to do, however, is hook KSP up to my G27 racing wheel. Accelerator to throttle up, brakes to throttle down, clutch to unlock staging, gear shifter to change stages... oh the possibilities
  17. Finally made my first successful SSTO space plane last night. Managed to get it into space, launch a satellite into orbit from it, then return safely to Kerbin. Today's plan: do it again, but BIGGER!
  18. I like the idea of them getting certificates and ribbons and maybe even medals and stuff, but no way should they be required for missions.
  19. (In my humble opinion) I hate the idea of a Kerbal's skill changing something like a rocket's ISP and thrust. Just doesn't make sense to me. What makes more sense is having other skills, like: Driver/Pilot: Less likely to roll a rover (somehow), general boost to SAS. Maybe including the "autopilot" system that others have suggested based on this skill. (Maybe auto/semi-auto docking?) Mechanic: Can repair wheels/solar panels/re-pack chutes from further away. Possibly able to repair other objects, also possibly able to place struts (one per EVA, like flags) Navigator: Having this Kerbal aboard will help show intercept lines and possibly SOI's. Scientist: Guess. If life support systems are implemented, that could lead to a Doctor Kerbal. Etc. etc.
  20. Awesome! Would love to see more if/when you make em
  21. Haven't played the tutorial either, but the way I get to the Mun is thus: (and probably super inefficient) Target Mun Wait til Mun is 80 degrees to the east (just before the purple crosshair thing disappears off the side of the navball) Launch straight up 80% of the time, it gets me there every time. (Sorry if this doesn't help in the slightest )
  22. KSC, with about one sq. mile of land has 30 biomes. Duna, with about one billion sq miles of land has 1 biome. Gotta love Squad's priorities. (Yes I know they're working on biomes for everything else...)
  23. Biggest pet peeve has to be when solid fuel boosters decide to tip inward and wreck the rest of the rocket. Yes, yes, you can use Seperatrons to tip them away from the rocket, but that shouldn't be the only option...
  24. Not as good as most of the ones in this thread, but I got a Seanemy Kerman. I like to imagine a Seanemy is an enemy named Sean.
  25. So after further testing, I believe this occurs mainly when switching to Space Center/reverting while changing warp speed. I.e. when I am changing from 10000x warp to 1x, it doesn't change instantly, it slows down gradually. As such, if I revert/go to space center while the warp is decelerating (as in, not at 1x yet) it will cause the above described issue. As such, it seems similar in cause to Warp or possibly Ghost Kraken, but the resulting damage is different.
×
×
  • Create New...