workerbee
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Everything posted by workerbee
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[24.2] Karbonite Ongoing Dev and Discussion
workerbee replied to RoverDude's topic in KSP1 Mod Development
Can anyone comment on which altitude I need to be parked at on Jool in order to get the Advanced Part. Collector to work? I guess I am a bit confused as to how these changed from .25 to 0.90.0 -- thanks in advance...donated to this mod over xmas because you guys are awesome! Thanks! -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
workerbee replied to RoverDude's topic in KSP1 Mod Development
0.90.0 compatible? -
I don't care if that's not what I want. That's what I want. Holy heck, thanks dude, that mod is an instant dl.
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Game Deleting Missions
workerbee replied to whiterafter's topic in KSP1 Gameplay Questions and Tutorials
And to be fair, OP's title implies contracts with the word "missions"...so I can see how Excl would have mentioned that. -
I am not talking about meaningless chatter, I am talking about a mod that has certain sounds for certain situations, such as beeping for docking, a certain beep for when your orbit approaches an encounter, etc etc. They could be completely customizable so that the user could choose to, for instance, only hear beeps when his/her orbit encounters a planet. This could be useful for when you are executing a burn and do not have the map pulled up and your vessel has an accidental encounter during a separate target transfer. I like to know, as I burn to Jool, if I happen to encounter Duna, or the Mun during my burn. I think this feature could allow for more of a fluid, intuitive use of MJ and other mods.
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I'm glad we are in beta but...
workerbee replied to Fried's topic in KSP1 Suggestions & Development Discussion
Not to divert the conversation too much but those of you who are saying you would like a Kethane-like resource, have you ever played with Karbonite? It is infinitely better than Kethane, IMO. I personally don't think they should add resource gathering like this because there is really no point. The mod is already out there and it is quite good. Karbonite/ScanSat/Orbital Science all work really well together and add value, to me, for the game. I can place all kinds of scientific instruments on my vessels which makes my missions feel more purposeful. I like the idea of resource gathering because it adds a new challenge to the game, though I can see why some dislike it. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
workerbee replied to bac9's topic in KSP1 Mod Releases
Hello, I was wondering when we can expect an update to B9 for 0.90.0? Thanks in advance, great mod.- 4,460 replies
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DEFAULT: Don't remove Kerbals from a pod I specifically choose for missions just because I move or replace a part. Can I just say? So. Annoying. (I know you can turn this off but this should just be default OFF since it is seriously so annoying to go from Launch to VAB just to move a Kerbal) DEFAULT: When I IVA a Kerbal, most of the time I just want to see what they see. For fun. Why must the game immediately assume that I want to "control from here"? If I want to control from here, I will right click and choose that option. This is really annoying and makes me scurred to IVA during burns because then my ships thinks it is going the wrong direction from the node. I know there are more important gameplay fixes that should/need to happen but these are just two of my peeves.
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Game Deleting Missions
workerbee replied to whiterafter's topic in KSP1 Gameplay Questions and Tutorials
I've had instances of the game deleting ships...usually happens when I load a ship from tracking station, or when I am going back to Space Center. The screen glitches black and almost looks like my graphics card is bugging (it's not). I just get in the habit of quicksaving whenever I am concerned I may lose something. Anyway, I think also the game gets confused when you have two pods on one ship from VAB to launch, a manned and a remote. Not sure why. Doesn't seem to be an issue with ships that have docked and have multiple control pods. I haven't played around enough with this but perhaps someone here has a more intimate knowledge of this issue. -
Wow. I just have to step in here and say that I love this discussion and some of you have some very great points, ideas, and passion. Holy hell, what a great community.
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After lurking on the forums for several months I finally made an account last week in order to ask a few questions and participate in discussion. I recall reading a few weeks ago mention of someone suggesting that a "mobile tracking system" would be a great feature. I agree. I had a shower thought just a minute ago that I swear could either be awesome or pointless but what about a schematic feature for creating blueprints for rockets and SSTO's while you are in-flight? I guess it would be fairly pointless for most instances but consider the times when you have an insanely long burn and want something to do other than just alt-tab the game? Also, it could be useful for the moments mid-flight when you think, "ah ha!" and want to quickly edit something in the VAB for next time or just because you have the attention span of a 2 year old. That's me. Anyway, mobile VAB is what I guess I would call it...any takers? EDIT: Format and spacing
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With the new update, a lot of things are new and different in career mode. You have to unlock maneuver nodes. The limitations on mass and part count is designed to make career mode more of a grind, less easy, etc etc. The people building massive rockets are either in Sandbox or in a fully unlocked career game.
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How to stop the wobble in larger ships
workerbee replied to workerbee's topic in KSP1 Gameplay Questions and Tutorials
This. Will do...thanks for the great advice and reminders everyone! Sorry I didn't mention that this question was in reference to larger ships...I sometimes forget there are people who don't know what a strut is -
How to stop the wobble in larger ships
workerbee replied to workerbee's topic in KSP1 Gameplay Questions and Tutorials
Ahhh, you're right. I apologize. It wasn't a fair question and I can totally see where I come off sounding like a noob. For the record, I've logged 400 hours...new to the forums, not the game ...your advice here is quite helpful. I will give it a go and report back. Thanks! -
How to stop the wobble in larger ships
workerbee replied to workerbee's topic in KSP1 Gameplay Questions and Tutorials
I guess I should have mentioned I am not a complete idiot. LOL. This question is more in regards to larger ships that are built in LKO. My current beast is over 900 tons and carries 60K fuel...so yeah...kinda hard to keep it from wobbling -
Excessively Large Ships
workerbee replied to workerbee's topic in KSP1 Gameplay Questions and Tutorials
I truly wish that larger crafts did not have so much joint movement...perhaps a different, more circular design is in order...sort of like the craft they use in the movie Interstellar. I think for my next build, it will be something, as you said, shorter and fatter...and maybe rounder. -
I played the majority of about 200 hours sans node-help and basically flew manual for most of it. Now, I have transitioned into using Mechjeb and nodes -- my conclusion? It's all about preference of game play and says nothing about absolutes towards any one person. Personally, I find nodes and Mechjeb to be a better representation of my intentions AND of the reality of going into space. As someone else said above, you don't see Orion being piloted by guesswork or with a firm and basic understanding of orbital mechanics alone. No. It takes a team of people to check, recheck, monitor and adapt. That's fun for me!!!
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Excessively Large Ships
workerbee replied to workerbee's topic in KSP1 Gameplay Questions and Tutorials
I like this method but if you're waiting for a transfer that is a few weeks or months out, it is very likely that your orbit will eventually become disrupted by Mun or Minimus. After having tried several methods for my burn with this beast, I have decided to do 3 or 4 shorter burns at and near peri...it's not the most efficient burn ever, especially since my ship is so long and wobbly, but I am fairly certain it will end up working (doing the burn now, cross fingers). -
Excessively Large Ships
workerbee replied to workerbee's topic in KSP1 Gameplay Questions and Tutorials
Yeah I realize now that I should have started with a higher park but I was worried I would lose advantage of the Oberth...can anyone confirm? -
Thanks, Empiro, that's actually exactly what I am doing...I figured out pretty quickly that if I orbit again with the same node, the DV calculations increase. So to "trick" it, you have to cancel and create nodes every time you come around for a burn. Fairly time consuming but if you just alt-tab it's not so bad
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http://imgur.com/9HH5p6Y My massive interplanetary: 20 nuclear, 60K LFO, 8400 DV, 900+ tons. 2 small landers, 1 large lander, 1 station core, 2 sats, 7k mono, science pod, fuel ferry, rover, etc etc. EDIT: One more pic with just the station core attached at the end, mid build: http://imgur.com/ttErZ7B I built this based off of a craft file (see here: http://forum.kerbalspaceprogram.com/threads/97152-My-reusable-stock-ships-visit-Jool-and-Duna) that user Vanamonde made. Now that it is built, I am having a hard time with the long burns, timing of those burns, turning of the ship, etc etc...I was wondering if you all might share some of your experiences captaining the largest ships out there. I have resorted to shorter burns, only at and near periapsis, in order to be as efficient as possible to leave Kerbin SOI but I must say, it is incredibly time consuming and tedious, and even Mechjeb can't save me.