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Everything posted by Venusgate
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So, as you all know, pre-1.0, the rescue contracts generated a kerbal on EVA in space, and as some of you now know, 1.0+ generates the kerbals within a capsule or inline cockpit. The way I retrieve them is just like I did pre-1.0; send up a two seater, and I will very likely continue doing so, however this leaves behind the cockpits. (Now, before we have the debate on if Kessler Syndrome is actually something to worry about - I mean this just as a roleplay with benefits) It occurred to me today that these are actually worth a little cash! (1600 for the inlines) And if you generate enough of them, it might actually be worth it to send up a SSTO rocket with some claws and cargo space. Simulating a cleanup and salvage company. Thoughts?
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Managed to bug a tourist to be a fulltime "honorary" Kerbalnaut. His contract failed when the rocket flipped on re-entry and his column broke away from the body with the chute deployed. Apparently his pod survived and i was able to recover it with him in it.
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Made my first plane in 1.0 and it was stable on the first try! (And found that the new aero overlay is the same as steams screenshot key!)
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came out in 1.01 Hooray for new part!
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Squad realized they forgot the solar panels.
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Why do parachutes hurt so much?
Venusgate replied to saskwach's topic in KSP1 Gameplay Questions and Tutorials
Another part of it i think is that the sweetspot for aerobraking changed and narrowed by an order of magnitude. Also, since fins burn up quick, you can't lawndart your way down. -
What way around does the heat shield go?
Venusgate replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
I meant down through the atmo -
What way around does the heat shield go?
Venusgate replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
Convex side should be going through the atmo first. -
How do I make a Fuel only Fuel tank for LV-N
Venusgate replied to Rematog's topic in KSP1 Gameplay Questions and Tutorials
Marginally, like less than half a ton for the tallest 1.25m. Guess it's up to the player on if they wan't to divert their science, take a hit on the weight, or d/l and use procedural parts mod. -
Now that parachuting hella early is almost mandatory in career mode prior to getting heat shields, and while the new chute drag numbers make it so you might be doing 200 m/s@ 20km up, I've noticed a spike in descent wait time where I can do nothing, except wait.... OR CAN'T I?! Things I've been doing in the new meantime: -Doing the dishes -Sewing a button back onto my jeans that have been resting on the back of the chair for a few weeks. -Brushing the dog -Writing a letter to family members -Taking out the trash ... Anyone else find the new heat/aero/chute model conducive to productivity?
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How do you do a middle mouse button?
Venusgate replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
Yeah, pressing down on a scroll wheel is PC "middle click" I can't help you with MAC equivilent. -
To paraphrase as said above, the 2500m/s record is a symbiotic goal of the "orbit kerbin!" record. a 70x70 orbit is just over 2100 m/s, but put a little more stank on it, and you'll easily get up to 2500. If you want to risk it, and dont want a wildly eliptical orbit, when you re-enter from, say a 120000m Ap, the upper layer of the atmo is still thin enough that it wont slow you down, and closer than 70k, so you'll get a couple more 10's of m/s before air resistance starts cutting you off.
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New mission - FERRY a VIP
Venusgate replied to Tazmaniak's topic in KSP1 Gameplay Questions and Tutorials
The new ferry contracts are similar to the MCE2 contracts, but with ACTUAL, and not simulated kerbals! Have to say they aren't particularly cost effective early on ($8k on hard mode to get a 1.5t payload across the atmosphere? Grind, anyone?) but they are a neat and welcome addition to the game imo. -
Thanks, Cyber! I can understand why Squad leaved 2.5m tanks for later tech, but i never understood why all the 1.25m tanks aren't available from the beginning. It just looks.... hokey. I also agree with the "airbrake" chutes. Getting used to popping the .625 chute at 24km is difficult, but on the bright side, I'm getting a lot of chores done while KPP (Kerbal Parachute Program) takes ~10 minutes to touchdown from initial chute deploykment. And to be clear to others, I didn't mean teir 1 of tech, i meant teir 1 pad and VAB. Height, tonnage and part limit. which was like... 30parts, 18t, and 18m i think.
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Given that getting to orbit is one of your first contracts and that i THOUGHT it was possible in .90, I'd like to ask: Is there a short/light enough rocked design with low tech parts that will actually get you to a circularized orbit? One of the things that is trange to me is that i thought fuel tanks mounted radially could be drawn on without needing the fuel hose, but not so in 1.0. That, and not getting the 909 until yoiu have 70+ science makes an early small vehicle stage all but impossible. Design ideas? Proofs?
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Yo mamma so 1.0 fairings, when she takes off her clothes, she doesn't lose any significant mass.
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The limitation here is that perhaps only the top 10% of your craft is delicate and non-aerodynamic, the middle section being the interplanetary engines. To seperate the base of the fairings prior to going interplanetary, you would need to put fairings around ALL of your interplanetary vessel, thus making them unessessarily large, adding more mass to fight gravity at liftoff. As it currently is, the optimum (and really only reasonable use) of fairings is to release relatively small volume payloads into orbit. I'm kind of on the fence with this one. On the one hand, I think programming design that limits gameplay possibilities is wasteful, especially in a sandbox game. On the other hand, I thought it was a little rediculous to see my fooballfield-sized, station-containing eggs on a stick somehow get to orbit each time, which may be/have been SQUAD's intention.
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Desert landmass west of KSC landmass has always been Scorched Fish Sea to me, as it looks like the big jaws of a fish.
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Why is it do hard to place elevons
Venusgate replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
Because that is how Kerbal Swampboat Program was meant to be... -
Asteroids, the one stop portable gas stations of KSP 1.0
Venusgate replied to Rocket Farmer's topic in KSP1 Discussion
I don't understand why people are upset that this is a weakening of the challenge of KSP. What is the difference between ignoring the new resource system, and not downloading and using ART? -
and harmless.
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Kerbal math is base 11. Which is why so many things explode when designed by humans.
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This sounds like the PERFECT way to troll KSP pilots. "Pilot to MC, uh, when did you say that suicide burn was? Mun's getting kinda close. Over." "MC to Pilot. No need to concern - eta to suicide burn is still 50 second off. Over" "Pilot to MC, are you SURE? Looks like my altitude is about 20k and dropping fast. Over" "MC to Pilot, uh, that's a negative. We're reading you at 250K+ still. Be patient, Pilot. Over." *poof*