Kerr_
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KSP2 Release Notes
Everything posted by Kerr_
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I never encountered any bugs in 64 bit KSP-WIN until upgradeable buildings came out... I switched to linux, 64 bit KSP was a driving factor. [Non KSP Sin: I spent >250 hours doing it. I started with an empty 'ubuntu Server(64bit)' and learned how to get it to full desktop desktop version functionality. The hard way. By the time I finished learning all that I didn't even want the GUI except for web browsing and games] I play 'Honor Mode' in all games I play, ESPECIALLY KSP. And I spend a lot of time doing it. I have OOO Calc spreadsheets to calculate 'optimal' stage sizes and compositions for a given payload weight and target Apogee. I do not use aforementioned sheet, as by the time I finished making it I had internalized 99% of the principles involved anyway. When I first started playing KSP it took me 2 weeks to reach orbit, and when I did I broke free of kerbin, and had 6 probes with 1000ms of dV with me. It took me 2 weeks to reach orbit because I refused to RTFM, and was 'staging' by [Right Click]->Decouple exclusively. Later I found custom stages and used them exclusively. Then I discovered I could drag/drop elements on the staging list by accident one day. Oh and I demanded my first ship to reach orbit MUST have a FULL orange tank left. I added FAR as soon as I found it, and nuked all of my save files. Harder is better. I have never played career mode at the 'Hard' Settings, I always reduced mission rewards to half the 'Hard' values, and all penalties to maximum. (But I enable quicksaving - 4 kraken only.) ( ^ Not a sin? I spent 3 weeks flying missions with a 5-10% profit margin and collected all available kerbin matl bay/goo/crew science before I started being able to operate normally. I couldn't afford building upgrades needed to make mun missions.) I never revert, never quickload(except kraken). Because I never allow failure. (^ Not a sin? I spend 5X longer flying missions than I really should. I could have spent that time doing... ANYTHING else.) I consider mechjeb evil, and have flown 99% of all my missions by hand. Wasting valuable time. I learned how to rendezvous by launching a liner of 30 or so kerbals over the minmus, and then jumping them out one by one, giving them each unique, messy, orbits. I then proceeded to launch 10 rescue ships that gathered the kerbals 3 at a time and returned them to the liner, refueling it with what little was left. The Liner burnt up on reentry. I now consider rendezvous and docking easier than driving a rover on minmus. The first rover I ever built was deployed to minmus. Ultimately one kerbal was killed in a tragic tricycling accident. I've been playing since .19 but didnt purchase the game until 1.0 I just spent 30 minutes typing about my space program, rather than flying it.
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anyone having trouble with the new aero needs to play with the drag indicators (F12) on
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Just make sure he spends time physically active. Or else.
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I'm more interested in the idea of getting something ridiculous like that to minmus, than designing a practical base. Also I want to do it stock. I cant put this piece back together, unless i want a hundred clampotron minis
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and fairings dont work very well
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Let me define bulky.
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So i think i'd like to make some mun/minmus bases that look like... well... bases, rather than landed ships. that would mean: large, awkward, bulky. Any suggestions on how to lift these in the new aero?
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Sooo, why exactly rockets are flipping?
Kerr_ replied to 0x7be's topic in KSP1 Gameplay Questions and Tutorials
Not a bug. Long cylindrical shapes (like rockets) like to fly/fall on their sides because the aerodynamic forces are even. use f11/f12 to see what's happening. We counteract this with fins, thrust vectoring, and weight distribution. PS I'm trying to find a mythbusters episode where they put bullets in a wind tunnel Guns compensate for this with rifling (imparting a significant spin rate on the bullet) -
Multiple Satelite missions with a single probe - feels like abuse?
Kerr_ replied to Kerr_'s topic in KSP1 Discussion
... yes -
Later in career I want to try to make the most efficient space program possible. Re-Usable ships, refueling stations, etc.
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I am obsessed with service bays. (Many Pictures)
Kerr_ replied to itstimaifool's topic in KSP1 Discussion
Service bays are the bomb. If fairings didnt weigh so much I'd build my internals inside those. I always used to put a 'Modular Girder Segment" in-between two parts, then stack them with my batteries/goo/etc. -
My first few starts on 1.0 hard career I automatically put rep > science at 25%... BUT Later I realized that it keeps you from getting good contracts! not only that but the rewards round down. So a 1 rep no science mission would end up providing no rep or science Up until 4 rep you just lose one rep and gain no science doing that ...
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I never had an issue with the official 64 bit version. Only until career building were un-upgradable did I run into my first 64 bit bug
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Multiple Satelite missions with a single probe - feels like abuse?
Kerr_ replied to Kerr_'s topic in KSP1 Discussion
On hard career mode != Sandbox game anymore I think. -
So if no one else has noticed, once you make a few good missions to the Muun/Minmus you get lots of sat placement missions. You can accept as many as you like before launching a probe - and that probe can finish all of the contracts at once time. [iN _HARD_ CAREER] My probe design (Thermometer, 2x goo container, materials bay, antenna, heat shield, landing legs) costs ~45K at launch, while most sat missions at my level are 70-100K payout (with Minmus and Muun sats being worth more) My probe has ~ 4K dv left once it makes LKO, that's a lot of positions and trips about the kerbin SOI possible! My most recent mission had me: Launch/Orbit, Read Temperature(Science mission), Equatorial Orbit(Sat Mission), 'Specific' Orbit(Sat Mission), Flyby Mun(For boost), Transfer to Minmus, Sync. Orbit of Minmus(Sat Mission), Land on Minmus/send data('Firsts' Landing Mission, [Accept and Fill New Data Mission]), [Accept a 'return from Minmus' mission, and a 'Return from Minmus flyby' mission], Exit Minmus SOI, return to Minmus SOI ensure the flyby condition was met, Polar Kerbin Orbit(Sat Mission)(Easier to go polar after Minmus), Transfer to Muun, make a specific orbit(Sat Mission), [Accept new Muun surface mission], Land on mun, take science(Science Mission) Exit mun, Return to Kerbin, Recover Worth over a million roots, and tons of science. Took about 2.5 Hours to do, with most of the time spent on the landings. Only 3 Tier 5 techs(Electrics, Heavy Rocketry, Advanced Fuel Systems) I feel like the sat missions should somehow remove control of the sat - you were paid to put it there, but perhaps they meant for you to leave it there lol... Does this seem abusive to you guys, or normal?
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LV-909 major nerf?
Kerr_ replied to peachoftree's topic in KSP1 Technical Support (PC, unmodded installs)
remember they just flipped the way thrust is determined, its probably a mod that was doing it the old way -
Hard mode + dead zero being difficult is a good thing. Only thing is the ferry and part test missions are annoying to me.
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I dont have the time to set up a proper mining rig (or hack one for that matter) could someone tell me - are mining resources (ore) limited? IE I part a drill somewhere, but have to move it after filling up half a tank in order to get more ore...
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Interstellar space program... id try that. I imagine things would need reworked for time scale. Multiplayer might count as an expansion
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Many of these are preempted by mods. EDIT: Also, none of those are expansions pack worthy, they are DLC if they are broken up. Again, destroyed by mods. also it annoys players to get their game peicemeal ( or at least me)
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Just in time. I literally just finished downloading 1.0.1 off the site when i read this.... EDIT: I would have been quite annoyed if I BOILED by kerbals, however XD
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To people talking about TWR - its so simple... 10 units of thrust = 1 unit of mass. Rocket with 300 thrust? can lift a vessel up to 30 tones. I'm glad they added a weight readout XD
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I dont see it as a grind. I try to take the hardest missions available that seem feasible, set primary and secondary goals, then try to fly the mission. I custom build and name each rocket for each mission, and set the flag.. I just looked and i have like 40 rockets that are just under 30 parts LOL Also, if you are having funding issues, build cheaper rockets or recover more. Most of my missions run < 25% of the reward for the initial launch costs.