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falloutaddict

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Everything posted by falloutaddict

  1. MMMM, there actually was a part mod I had seen that had moonspikes that had a very high impact tolerance, kind of a different design. LEt me see what I can find Edit: here you go http://forum.kerbalspaceprogram.com/threads/128617-1-0-4-Kinetic-Penetrator-for-Science%21-BETA-%280-11a-RT-changes-bigger-antenna-new-colliders%29
  2. >Advanced search >Search titles only It is the first one that pops up Also, if I had to guess where this thread would go, maybe The Space Lounge since it is not directly pertaining to KSP. Hope I could help
  3. Yes, I agree with the point you are making. I didn't actually see your original comment until just now and I agree with that one too. I was more addressing RIC (no offense intended) that it's silly to say look skyrim was $60 at release, that justifies KSP being at whatever cost it may be at. Also keep in mind, I really enjoy both of those games and have gotten more play hours out of KSP then probably any other game except maybe Civ V.
  4. Yah, it also was worked on by a development team of almost 100 people and cost about $85 million to make and market. I wouldn't exactly compare the two.
  5. Remember not to run your isru converter at the same time as your drills. I remember someone mentioning that the way it converts the ore will waste quite a bit, but I can't verify this. Maybe someone smarter will chime in.
  6. that is a REALLY sweet craft, throw a couple of the big fuel cells on there and you could run that thing even in the furthest reaches of the kerbin system. ive noticed the the solar panels pretty much become useless for running the drills and converter at jool and beyond Edit: i seriously cant get over how cool that is, thats not a stock craft is it? Eddit: Also, i agree with RoboRay, you can make a lander with an ISRU converter with a couple drills and plenty of space for ore and fuel. throw enough propulsion and fuel space to land on most moons and you planet hop your way out to jool easily. but just remember that solar panels lose about 90% efficiency by the time you are out to jool so bring lots of batteries and fuel cells.
  7. SOoooooooo.... Alt-F4 quits the game, Alt-F5 saves the game. TOTALLY NOTHING THAT COULD GO WRONG THERE RIGHT??? But seriously, is there a way to remap the keyboard bindings or can we just move the save game button to somewhere slightly more logical. >.>
  8. It's all about the ravioli detector seeing as how it can get a new experiment in each different biome in space both high and low.
  9. So I made a ship that can mine and refuel itself and it has about 3400 dV full and can hold another 3000 ore for processing into more fuel. It traveled by hopping from planet to planet and I definitely stopped at Dres after I hit Ike and went to Pol right after that before I turned back home because my solar panels were losing a lot of efficiency. Well I made a new ship with some fuel cells to power the drills so now I can get past Jool but I will be stopping at Dres again to refuel. I like it, it's an easy transfer from Duna where I have to stop anyway. Just my input, If i can figure out how to take a decent screenshot I'll show you my ship on Dres
  10. Make sure you are not attaching parts too close to the exit hatch, sometimes when you send them to eva if they clip another part it will send them FLYING. Also, you can get a different EVA report from space above each different biome (water, desert, grasslands, etc). Dont forget about all the science around KSP. It is not a whole heck of a lot, but it should help give you a push if you are close to unlocking a node. Once you have a probe cores you can send scientists instead of pilots into space and reset your material bay and goo pods for more science (instead of just using them once) Make sure you are bringing back your science bays and goo pods too rather than transmitting them. Once you can get into orbit your next step should be to get to mun or minmus and get EVA reports from space for each biome, this will net you quite a bit of science.
  11. Agreed, but at the same time, if you hit that atmo at 4km/s or more, heatshield or not, you are pretty much toast. One of the reasons aerocapturing at jool is not a good idea.
  12. Whatever you do, don't accidentally come in the wrong way and be orbiting Jool opposite of all the moons' orbits. I made that mistake once...
  13. IIRC when I landed a probe at Eve i was going 4km/s + and hit the atmo at 85k and my probe went poof. Try slowing down to around 3km/s or less and come in really shallow. I managed to land my probe without a heatshield - - - Updated - - - Edit: I should note that I had to burn the rest of my fuel to slow down sufficiently. This was sure a learning experience.
  14. Because your idea isn't any better. Create an arbitrary budget that is going to drain money year by year as I have kerbals sitting inactive in the Astro complex? How is that not forcing a certain style play? There's nothing wrong with it as a game design because: A) Expensive is a relative term, just because someone is managing their money poorly or killing off their kerbals and can't afford to hire new recruits doesn't mean they are expensive. The money you get from contracts scales with the progression of the game. By the time you are finishing off the techtree there's no way you should be short on cash, the game practically throws money at you. C) If you don't want to hire kerbals you have other options (rescue missions) just because you don't want to accept it as a rebuttal doesn't mean its not a valid one. For example - there is a boss in Dark Souls 1 (ceaseless discharge) who can be beaten in two ways, one involves fighting him (the hard way) the other involves knocking him off a cliff (the easy way). Both are completely legitimate strategies for progressing through the game, but you seem to be hung up on the fact that even though there is an easy way to get around the boss you still think the hard way is too hard and should be changed. There is one game mechanic that works one way and another that works another. Both help you achieve the same goal. And IMO they both work fine. People who think it is too hard have plenty of options available to them. I'm trying to understand why you seem to think your ideas are better for everyone.
  15. It's not a pass, you have an option. Spend money and get a kerbal now at cost or spend money and time and get a kerbal when you rescue him/her at a possible profit. If you don't like how the game plays then change it/mod it/make your own game and stop trying to make everyone play the game you want to play.
  16. That's nothing, I had one that wanted me to mine ore from Laythe and deliver it Jool! o.O
  17. You push your retrograde marker and pull your prograde marker when you apply thrust. This is helpful for rendevous.
  18. I don't see how they are expensive, money is by no means difficult to come by in career even on some of the harder settings, you already start off with 4 free kerbals, and you can rescue kerbals for the cost of a rocket ship if you are for some reason too poor to hire the one you want. Better for who? Maybe your playstyle, but not everyones. I've never even needed to hire more than a couple Kerbals and when I did it was just a drop in the hat of my budget.
  19. what kind of qualifications would be required to be an experimenter? or will there be more on that later?
  20. Excellent thank you! God forbid I read a readme or a tutorial every once and a while.
  21. Help! I had hired a scientist from the worker pool and sent her to Ike with Jeb, Bob, Bill, and Val, and when I go to EVA her it tells me you can't EVA a tourist. I think maybe it's a mistake and I put a tourist in the ship by accident, but no it is definitely the scientist I hired. I don't even have any tourist contracts active. Is there a file I can edit that will have her switch back? This is the list of mods active: Asteroid Day Community Resource Pack Contract Window + Crowd Sourced Science Final Frontier Habitat Pack Kerbal Alarm Clock Kerbal Attachment System Kerbal Engineer Redux Kerbal Inventory System Layered Animations Module Manager Module RCSFX Precise Node Science Alert Stock Plugins USI - Exploration/Freight Transport/Kolonization/Life Support/Survival Pack/Tools That is all. Let me know if more information is needed.
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