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thes50

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Everything posted by thes50

  1. When you go onto the "My Channel" page, it should open up in the editor view which lets you change things. Hover over the navigation menu (the bit with the house, videos, discussions, about and search tab). Hover over to the right and a pencil button should appear. Click this and enable "Browse view".
  2. To be honest, the best bet would be to do it manually. Standard deorbit procedure, try and do the burn from roughly the other side of the planet to decrease the amount of dV needed then just fly it in manually once you're in atmosphere.
  3. As mentioned, record the game in 720p in-game resolution and make sure recording software is either set to use game resolution or 1280x720. Your voice volume is fine, good volume without microphone clipping giving a good voice-quality. The game volume for the rocket is low enough to not interfere with anything. Overall good job. A personal suggestion here, try editing videos so that they are perhaps a bit shorter. It's a good way to make sure only the interesting bits gets left in, it helps your viewer retention stay at (or above) 50% in the YouTube Analytic section. Try cutting out the building scenes then explaining the rocket when it's on the launch pad. Your presenting style is good, far better than mine was/is, both informative and amusing. Another general tip is change the channel settings so that it defaults to the Browser page (which is basically the home page) rather than the feed. It helps make the channel seem more professional. Overall: very good, definite potential, minor improvements needed but with them being done would certainly watch more videos. Keep up the good work. P.S. From now on you may want to post this in the KSP Fan-works section, just to keep mods happy.
  4. Well, the one I commonly use in my videos is Spaceship, sometimes I call them SpaceOHGODIT'SCRASHINGSOMEONEHELPTHATPOORKERBAL.
  5. Well, he did write "SPOILERS" in the title. What were you expecting?
  6. The KerbalX has enough fuel to fly to and land on the Mun. Unless you plan on a refueling trip before you land don't expect to return with it.
  7. No offence taken, don't worry. You might find it very beneficial to try to learn the science behind it, you may be more interested and find it easier than you think. :-)
  8. First things first, check you're using a recent, 0.19 being the most recent. Second, sometimes the game can be a bit picky about letting you switch to the space center. Make sure that the craft you landed on the Mun had come to a complete stop. Try using to time-warp to cancel out and rotation that might be happening. Just some things to check.
  9. It depends on what the update contains, if parts are removed that are on the craft then that craft won't be able to load. Game mechanics shouldn't break saves, but at the end of the day the game is in development and nothing is guaranteed.
  10. Not listening and trying to understand all that "physics babble" as you put it is what you're doing wrong. Anyway; you mentioned getting a 2km intercept with the Mun. By the sounds of it the problem you're having is that you aren't actually putting yourself into an orbit around the Mun. You must have an orbit before you use the landing autopilot. What you need to do is when you're at your periapsis (lowest point) on the mun intercept you need to burn retrograde (opposite to the direction of travel, on the navball this is the yellow-circle with the cross through it). Watch the map-view, you'll notice that your orbit (the line your craft is on) will now be around the Mun. From here you can use the landing autopilot if you wish.
  11. Yeah this is the infini-glide glitch, it's well known. You can do it with smaller crafts without engines. All you have to do is spam control surfaces or wings and you can get infinite glide, sometimes reaching over 1500m/s at sea level.
  12. HyperEdit, you can get it here. http://kerbalspaceprogram.com/hyperedit/ It basically allows you to edit the orbit of objects, it has some other uses but that's the main one.
  13. Agreed, Mediafire and other file sharing sites are perhaps the best place. If the craft becomes very popular people may ask you to upload to to the SpacePort.
  14. Pressing F temporarily turns it off for as long as you hold the key down, if you tap the key then you can get a smooth turn without rotation.
  15. I got 291m/s (651mph/1048km/h) using stock parts in a video I did: At 2:53 onwards. This used the old rules where you had to start and stop before the end of the runway in a dragster style challenge.
  16. Don't worry about not introducing yourself, I never did. You should also try out the ISA Mapsat mod, Kethane and RemoteTech. Each one adds to the challenge of the game. For a hard challenge you could consider the life-support mod too, though that makes the game insanely difficult. Welcome anyway!
  17. Hey guys, as Harv is very lazy he hasn't updated the main post, so here's the latest video. And also here's the list of challenges we've already completed: Tower of 10 Kerbals on Mun Kerbal Cannons on Kerbin Dirt Runway race Mun arch race Mun > Minmus > Kerbin Race KSP Pentathlon 1000km Orbit Rescue plane Docking
  18. http://forum.kerbalspaceprogram.com/forumdisplay.php/40-KSP-Fan-Works Put stories either in there or in the General Discussions, there would be best though.
  19. Rockets, lots of rockets.
  20. Should've put parachutes on it. Ah well, we live and learn. Well, we live, poor old Bob didn't get that far.
  21. Welcome back, don't worry about your English, it's perfectly legible (clear to read).
  22. Yeah sometimes when you warp when on the piece of debris it'll either end up on an interstellar orbit or just explode and break the game. However you can abuse the infini-glide glitch to make some fantastic creations. Such as strange flying snakes with no engines that do over 1000m/s at sea level.
  23. You can land on a hillside, it's a bit more awkward and once you've touched down you need to use either RCS or the crafts Torque to hold it upright till it settles down.
  24. Welcome, don't worry about killing a few Kerbals, they're all replaceable.
  25. You may be able to flick the craft up into the air by retracting the landing legs then flicking them out. Once you've extended the legs it might push you up into the air slightly, potentially giving you enough time to pull the craft into a standing position.
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