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Daripuff

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Everything posted by Daripuff

  1. And those people will happily play the game without ever knowing about the existence of these easter eggs. Because those people are the sort of people who wouldn't try to hunt for the other ones even if they find this one.
  2. Is not ruined by. Not at all. Merely am annoyed by. Plus, it's not really much of a "secret" if it's right there in front of you with EVERY launch. Make folks work to find it out, and make it so you can't "discover" it unless you either A: rotate the camera away from the default direction or B: explore KSC.
  3. Unfortunately, it's the default direction the game looks when launching. So I can't help but see it and get annoyed with every single launch.
  4. Like many people, I'm somewhat annoyed by the new update making the monolith highly visible from KSC during launch. Lots of people have requested to remove the monolith from KSC, but I like the idea of it being there being a catalyst for players to search the system for the other monoliths. Kind of a "baby's first easter egg" type of thing. People see that during launch, say "Hey, what is that?" go inspect it with a rover, and learn of the existence of monoliths and easter eggs. However, it really is annoying that it's literally in the center of the screen when you're launching anything. So, my proposal is this: Move it to the south side of the KSC flats. Just as visible, just as far from the launch site, but not centered on the screen with every launch. Make it so to see it, you merely have to look around, rather than have it staring you in the face. Easter eggs are not fun when they're not hidden, and yes, this "first" one, we don't want it to be hard to find, but we want some level of exploration necessary to find it, even if that exploration is merely rotating the camera. Plus, I won't have to stare at a strange black mark in the grass with every launch. Win-Win.
  5. I sent a Kerbal on a quick level - up mission to get two stars and fulfill a contract to plant flags in the Mün and Minmus. I have a nice, cheap ship that can do that flight easily. (and has a probe core, so it can be flown by non - pilots) Mün landing : mis-click, miss the suicide burn, impact the Mün at 40 m/s. The ship is destroyed, but the pod survives. Send up an unmanned duplicate ship to rescue, land successfully within 2km of crash site. Mission proceeds to Minmus. Minmus landing : mis-click, miss the suicide burn, impact Minmus at 35 m/s. Ship is destroyed, pod survives. Launch new ship to rescue from Minmus.
  6. It already exists. It's called "Simple Rockets" and it's rather fun!
  7. Alas, what you're suggesting is utterly unfeasible, and though theoretically possible, is far harder than just launching normally. XKCD addressed that in respect to earth : https://what-if.xkcd.com/58/ Basically, either one of three things can happen : 1: Launch the craft to a cheap suborbital trajectory, and rendezvous with the orbiting craft. Which wouldn't be a rendezvous, but a hypervelocity collision, destroying both craft. 2: Keep the launched craft in a suborbital trajectory, and slow the orbiting craft down, then perform a rendezvous before reentry occurs, and regain full orbital velocity before reentry occurs. This would take a massive amount of fuel to achieve, and would be a delta v achievement greater than a simple launch to orbit, and a precision rendezvous that NASA likely couldn't pull off. 3: Keep the rendezvous ship in an orbital trajectory and launch the suborbital craft to orbit. This is the easiest and most effective way to do it, and is what most people do anyway. Have a dedicated lander that returns to a mothership in orbit so the lander only has to have enough delta v to achieve orbit, and no more.
  8. Not nearly enough fin down low, and too much up high. Replace those "basic" fins with full size ones. Especially if it flips when you decouple the side boosters, with the fact the only fins you have on the core stack are mounted so high. So, remove those fins in the middle, and install them on the base
  9. Just this morning I had a pretty close call with my brand new crew trainer Mun lander. (Eight Kerbals to the surface of the Mun for flag planting xp gain) I started the final landing burn too late, and even at full throttle, I slowed down to safe landing speed barely in time. Hit the ground at ten m/s, still at full throttle. Lifted right back off, and came down for a proper landing after bouncing a hundred meters or so off the surface.
  10. http://forum.kerbalspaceprogram.com/threads/36863-What-not-to-suggest Steam Workshop implementation They won't do it, and it's on the official "Do not suggest" topic list.
  11. I don't know if this is something to do an "official" bug report on, since it's not anything complex, nor does it affect gameplay much, nor require anything to replicate. Simply, if you do not have the ion engine unlocked, and you accept the contract "Test PB-ION Electric Propulsion System in flight over Kerbin", you will be given the prototype engine to use, but you will not be given any prototype Xenon fuel tanks to use, and therefore you cannot use the engine, and therefore cannot complete the contract without unlocking the ion engine through the tech tree.
  12. Just picked up KSP yesterday, after playing the demo. Came across a major problem: Whenever I hit "M" to go to map view, there is nothing visible at all. Sometimes Kerbin is replaced with a giant lense flare, but sometimes there is simply nothing there. I cannot see Kerbin, and I cannot see the path of my ship, and if I hit "M" again, I cannot return to "ship view" to control my ship. If I return to the launch facility and look at the tracking view, I can see Kerbin, my ship, and the path of my ship, however, I cannot jump in to control the ship. It was tragic that I lost Jeb because of this, and due to autosave, I couldn't revert and try again. I don't think this issue is related to an un-upgraded tracking center, because I also came across this issue in "Science" mode. Any ideas?
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