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MacroNova

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Everything posted by MacroNova

  1. I use multiple nodes all the time to plan a long trip, but I find i have to recreate the second, third, etc nodes because they will be off slightly if I don't execute the first node with exact precision (which is never).
  2. Pretty sure my first Mun landing involved using way too much fuel, coming in way too fast, but ultimately sticking the landing, just to derp out on the differing orientations between my reaction wheel controls versus the camera angle and nav ball behavior. Yup, I tipped over. These days I can reliably do precision landings within a decent margin for the survey contracts. Amazing how far a little practice will get you.
  3. I used docking mode all the time in .90 and prior. I actually liked how space bar would switch between rotation and translation, and I could keep my hand on the mouse for camera rotation. No idea why they changed it.
  4. Note To The Community! "note to the community posts" are condescending and arrogant. It implies you know better than others, instead of having a different opinion from others. Some people think having the most amount of realism possible is more fun and best for the game. I basically agree with the content of the OP though - you can say why you don't like a particular suggestion without totally poo-pooing it. Now if only there was a way to get that idea across in a title that didn't sound like it was coming from on high... ::cough:: "Rant about people who shoot down mod ideas on realism grounds" ::cough::
  5. This transfer calculator shows how you can shave several weeks off the trip without much extra dV. http://alexmoon.github.io/ksp/
  6. @toxicfrog I've never tried it and would love a better explanation from someone smarter than I, but you could use KER to get the suicide burn info, and program it into the computer, plus a little extra padding, all while holding surface-retrograde. This is just to touch down without exploding. Good luck landing on all four legs and staying that way with the flight computer.
  7. Ah, good point. I do that too but forgot to mention it.
  8. I ran into this, so I've been putting my sepratrons near the top of the SRBs and angled about 60 degrees down from horizontal. No exploding issues.
  9. True, it can get excessive. When that happens I typically let those expire while I do other things. I haven't really had to spam the decline button to scum for contracts I want to do. But I think a better balance of contracts would encourage the player to accept more of them and use the decline button less, which feels more "pure" in terms of gameplay. Love it! The Admin building is certainly lackluster right now, and while the current strategies don't need to go away completely, an addition like this would be pretty cool.
  10. Has anyone ever damaged a KSC building jettisoning their SRBs at low altitude? I'm astonished every single time it doesn't happen.
  11. It still makes sense to me that someone would offer the contract even if they don't expect to be the first Kerbal on Duna. From the tourist's perspective, it's an investment in a lofty future goal. A permanent surface station seems unnecessary, but the orbital station could be interesting, especially if it was required to dock with the station. Not sure what you mean with the replacement bit. I really like the idea to have tourist missions be a major source of reputation. They already offer reputation as a final payout, but having more variety in how contracts pay out and what types give which currency would be pretty cool.
  12. Haha, wow. Reaction wheels are even more magical than I realized.
  13. I'm getting lots of use out of SRBs on my 1.25 and 2.5m crafts, but I can easily see that ending when I graduate to 3.75m designs.
  14. So there's no benefit to putting reaction wheels far from the center of mass to get increased torque?
  15. Did you know you can use physics time warp (like how you time warp in atmosphere) in space by holding alt? Very helpful with long ion burns.
  16. I don't see the problem here. It absolutely makes sense that a rich tourist would be willing to shell out a bunch of money to guarantee a seat on a Duna mission within the next X years, once he sees that you can get there. He gives you a downpayment, lots of time, and a big payoff if you come through for him. If you don't want that contract, you can decline it with no penalty whatsoever.
  17. I agree - it's way too easy to forget to properly crew your ship. I'd love an option to add it as a mandatory step before launch.
  18. Are you saying you can use fuel lines to manually transfer LFO in a fixed ratio? Because that is what OP is looking for.
  19. Fair enough, I'm game. I see a lot of pristine screenshots so I thought the issue was on my end, but I'm willing to submit info. Guess that is done over on github? Also I now see how to toggle the UI.
  20. There's really no reason not to include a couple of additional liquid-fuel only tanks for the LV-N. Players notice right away how silly it is to have to drain the oxidizer from a tank and have no way to refill it with liquid fuel, which means you need to use twice the tanks unless you want to change your design. lol, no it's objectively a waste of space, since you are launching half-full tanks. Just because you think the amount of thrust/dV/efficiency is "outstanding," it doesn't change the facts. Yeah, stay classy.
  21. I installed this mod and Planetshine last night. Was very happy with the visuals, but I quickly started having issues. Graphical artifacts that persisted across load screens. I uninstalled Scatterer and the issue went away. So, I'd love some advice for how to go about resolving the issue. How do I get the Scatterer UI/debug menu? I couldn't figure out how to enable it. How do I minimize my chances of getting graphical artifacts? Thanks!
  22. In a game where you can basically launch or orbitally construct whatever kind of delta-V monster you want, the balancing of ISRU is pretty straightforward. It has to offer a meaningful advantage, but obtaining that advantage needs to come at some cost of managing additional complexity. I'd say both conditions are currently being met.
  23. This is exactly my list of must-haves for the sake of my sanity, even when playing a "stock" save. The mods which add better visuals and sound should be implemented too. That's KSPs biggest weak spot right now.
  24. I liked this reminder more when it was friendly.
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