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Zeroignite

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Everything posted by Zeroignite

  1. I downloaded this but it was so much fun I forgot to actually fly my vehicles. Well done! One feature I'd like is saving custom patterns to the selection box.
  2. Download I know that some people think that Rareden's HD skybox is a bit too colorful or color-saturated. Additionally, I personally found recognizing distinct astronomical objects to be a bit immersion-breaking. If you like the original HD skybox but want something anonymized and a little more subdued, give this a try Full Changelog: -Greatly reduced the overall color saturation. Some color is still there, but it's not bright orange-blue -Removed the Pleiades -Removed Andromeda -Removed the Magellanic Clouds -Removed the Orion constellation and nebula -Added a bright constellation near the celestial north pole -Added a distinctive nebula near the south pole -Cleaned up some overly-bright foreground stars Distributed with permission
  3. If you want to glue flags to your craft, there's this mod: http://forum.kerbalspaceprogram.com/showthread.php/46856-0-21-1-Flag-Decals-and-Flagpole-New-File-Structure
  4. ...was that a direct aerobrake on Jool approach? Even if you have shields on, parts behind them get kind of hot due to thermal conductivity. The ablative shields themselves also have a max temp. Basically I doubt Laythe-direct-aerocapture is possible with DRE.
  5. Sweet, I beat my prior time for the Basic Course, and completed the Advanced Course! Basic Course, 3:37, stock Better design made this a lot easier, though I'm honestly not sure what I can do to shave significant time off short of gluing on an absurd number of engines. After a certain point I'm just not sure if I have the reaction time to line up the gates at speed. Advanced Course, 4:08, stock Same design as the above entry. Getting between gate 1 and gate 2 is still incredibly hard. I couldn't descend fast enough, so hitting Gate 2 required circling back around within that steep valley. Honestly not sure how you could do that in one pass without heavy use of parachutes, airbrakes, or reaction wheel spam. Still, this time is something I am happy with! EDIT: No, I didn't crash after getting through the last gate. The vessel landed safely on the low plains Also, FWIW, I tried adding the TTNeverUnload module to the gates, but even with a load radius of 8km the kraken found the bait too tempting. EDIT EDIT: Dang, looks like that Advanced lap puts me at #1. I don't have a video since that was actually my first complete lap of the course, but there is a screenshot I snapped about to pass through Gate 6. I hope that's enough...
  6. I have Crew Manifest, but I don't like the idea of manually editing in non-kerbal names. I was lucky enough to manually roll a BadS "Jennie Kerman", and she'll probably be headed to Duna or Jool soon.EDIT: Also, related to the OP, the number of times I've seen kerbals referred to using she/her/hers in threads not regarding gender is probably small enough for me to count on one hand. So clearly people are assuming the canon-asexual kerbals are male.
  7. OP, your original post is rather excellent. I try to use female pronouns for my Kerbonauts whenever possible, but it just doesn't work so well for most of the generated names. EDIT: Sapphire, your concept art is perfect. It's not overdone or exaggerated and makes sense in space, but does gives a sense that not every kerbal is a guy.
  8. zekes The Rise and Fall of Ziggy Stardust and the Spiders from Mars -- David Bowie. Released 1972 Master of Puppets -- Metallica. Released 1986 ...gah, derail. Have an awesome KSP picture: Doing SCIENCE! over Eve
  9. Practice. An EVA pack has like 400m/s of delta-v, so if you're running out of gas something is definitely wrong.
  10. I assume that the craft has to remain roughly prograde during the loop, so you can't just reaction-wheel spam a craft capable on spinning on-axis?
  11. I typically jettison my service module at between 50 and 80 kilometers up. Heating doesn't really start significantly until 35-40km depending on speed, and it's nice to have a power supply as long as possible. One piece of advice is to always decouple your service module perpendicular to the direction you're going, otherwise you might smack right into the debris. This also goes for orbital stages if you're preparing for any kind of retro-burn. I play with DeadlyReentry, so ensuring that the capsule is heatshield-down by the time I hit significant atmo does matter.
  12. My navigation/mission planning department is more than occasionally guilty of eyeballing sum delta-v requirements rather than pulling out an adding machine. To be fair, in this save I'm not putting a Kerbal down on Eve until I'm reasonably certain I can get them back.
  13. Same. Installing KAC has really changed my playstyle. Rather that going to max warp to wait for whatever planet I want, missions are simultaneous and queued up in advance. My second Duna window opens in about a week, and I'm planning on sending at least four vessels, probably more. (Does anyone know how much delta-v it takes to get from Ike's surface to Duna aerocapture? Might build a base there too.) This playstyle also gives a much better sense of the time things take... my two initial mapping probes are still en-route for the Joolian system. Also, from what I understand, Squad is planning to eventually have career mode space programs run similar to this, i.e. multiple simultaneous missions with alarms.
  14. Awesome, will download once I get back home. Saving window position will be especially helpful for me.
  15. Flying jets on Laythe is wonderful. My favorite is the long north-south archipelago around -170, though finding a flat landing area can be hard. The last time I visited Laythe was all the way back in 0.18 --- ended up landing on the north polar ice cap, which made recovery kind of difficult.
  16. Any tips for making the turn through gate 1 and down into gate 2 on the advanced course?
  17. 3:54 Standard Course (MechJeb, HexCans, Aviation Lights) Hope a one-pic submission is ok --- I used the mechjeb MARK button when first passing the start gate. If you look at the "distance since mark" you can see I'm 73m from when I first hit the button --- less than one second of possible time error. This is a pretty great challenge. I'll have to try the advanced course now. Having the gates pop in at 2.25km makes getting approach angle right a bit tricky. I might actually get TTNeverUnload to pull them up from farther away if I do more attempts.
  18. Cool. Any chance we could get that as a hotfix, or will we just have to wait until the next version is ready? I'm planning to send an armada to Duna, and my launch window is in 11 days.
  19. Hmm, question: is there a way to create ships with non-transferable mod resources without resorting to debug mode? I run DeadlyReentry, and just realized that any Ablative Shields I try to install will build devoid of any, well, shielding. How does EPL currently handle SolidFuel?
  20. Can I find an introduction to infini-glide craft construction anywhere? Never managed to use it to gain speed.
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