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Everything posted by Sharpy
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What's the funnies/stupidest contract you've received?
Sharpy replied to Athen's topic in KSP1 Discussion
C'mon. The standard procedure is to station a Kerbal there permanently, with a big supply of flags. Just two days ago... I just finished painstakingly aligning the last of the relay satellites in a clever constellation. Back to Mission Control. "Relocate satellite Relay 1B to a new orbit." Declined with extreme prejudice. There was "Rescue kerbal", the kerbal in question was orbiting Kerbol somewhere between Jool and Eeloo *in retrograde direction*. Out of several reasonable approaches that wouldn't require absolutely ludicrous amount of delta-V (Jool assist, bi-elliptic), most had to be scrapped because the time limit of 70 years or so would be insufficient. I ended up building a monstrosity that had 8 stages of nothing but Dawn engines for return to Kerbin; a true monster of a rocket for getting there. Never finished the mission in the end. Not mine, but I remember the thread from old forums, and I loved it. "Please retrieve and land this orbital forest." A player forgot about having a mod with space stations installed. One of these was meant to be hyperedited into orbit, the author didn't ever picture anyone launching it - a huge ring station with a lush forest inside. And of course the game spawned it in orbit with a stranded kerbal. The mission required landing the kerbal and whatever he was in... The player consensus was "accept the mission, save the kerbal, then decline the mission and hijack the station, expanding it using KIS. -
Tell a minor accomplishment you're disproportionately proud of.
Sharpy replied to FinalFan's topic in KSP1 Discussion
oh, yes... SST,NFO. My SSTO plane that arrived at the orbital station just fine, returned missing about 30% of parts that it lost on reentry and landing, but landed successfully at KSC. -
Tell a minor accomplishment you're disproportionately proud of.
Sharpy replied to FinalFan's topic in KSP1 Discussion
Orbital station encounter directly from launch from Minmus surface. At another time, I had set a rover parked by my base as target for landing for arriving craft. Had to abort landing, and retry again because I'd land right on top of that rover. -
c'mon, could as well mark the contracts as completed through debug menu. Where's the fun in that?
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Yeah. First thing to do: Show actuation toggles, Yaw, Pitch, Roll -> OFF, on every thruster available. Not only does keeping the orientation using SAS work, especially in 'precision control', with SAS on and rotation control through RCS active, monoprop is leaking like crazy.
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Install Extraplanetary Launchpads and restore Kerbaikonur to its former glory. Launching missions *without* the entire KSC infrastructure - assemble rockets on site, fuel them up with ISRU, get kerbals inside through means of (self-made) gantry tower, and launch missions from the entirely self-made launch site.
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What is the craziest mission you have EVER done?
Sharpy replied to The Minmus Derp's topic in KSP1 Discussion
I can't decide between my two. Restoration of Kerbaikonur, using Extraplanetary Launchpads and all the backing infrastructure for building and refueling spacecraft and planes. Including later delivering a runway larger than the original from KSP, all the way across Kerbin. Or was it docking two class E asteroids together. Involving installing a complete RCS (controlled through action groups) on one of them; 20 aerospike engines mounted on 4 "thruster blocks", switched through action groups, to provide a full set of RCS controls to the asteroid. The thruster blocks were so big that they needed their own RCS to guide them to the right places of the asteroid... essentially my RCS had RCS. -
You have the jetpack, so the tether isn't essential. And while a really simple implementation, similar to KAS winches wouldn't be that hard, if the developers attempt to model proper rope physics with wrapping, catching on obstacles, flexibility etc, forget any other updates for a year. The reward is really not worth the cost.
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It doesn't work on docking ports, just KAS ports. If you want a docking port to be root, attach a KAS port to it. If you have a KAS port on your craft and want that port to be root, then sure, it will work.
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I wonder how much corporate meddling will break KSP. Coming to KSP soon: - Guns - Massive multiplayer space battles - Simple, intuitive physics (no more of that pesky orbital mechanics!) - e-sports - 150 basic and 30 premium ship models to choose from (custom-built ships would unbalance the combat gameplay.) - rocket fuel purchasable through micropayments. T2. There. The only conflict is with Terminator 2, but that's probably appropriate.
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Now what about other planets? On Duna these seams are maybe 20cm tall. Death to tiny wheels, but a robust rover with rugged wheels will do just fine. On Gilly... well, you CAN jump over them quite easily, but seriously, the gap is good two meters! And driving into it...
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What is the strangest bug you have found?
Sharpy replied to MiffedStarfish's topic in KSP1 Discussion
Reposting this I have a small creepy story to share. "You CAN'T pilot this thing, Jeb," groaned Bob. "I told you to use the autopilot." "Okay, okay, let's try again with the autopilot! then!" "Do you really have to fly full speed two meters above the surface?!" "I've got it. This autopilot works flawlessly!" The speeder approached the tower, climbed above its upper surface, and moved slowly towards the roof. Then - everything went entirely dark and quiet. Bob could only hear his breath in the EVA suit. Bob stood up, reorienting himself. His vision returned. The old tower was gone. He spotted a silhouette nearby. "Jeb, is that you?" "Jeb?" "...Jeb?" "Mission Control! Revert Revert! Rever..." But Revert didn't help. The control tower was not the only thing gone. The other thing gone was the Sun. And all other planets. Morning would never come again. tl;dr: Throttle Controlled Avionics can't handle geometry of the old control tower as reference for altitude hold. -
Location/destination if constant, Role, [revision][constellation ID] Gilly Relay A, B, C Eve Station Eve Station 2 (after first one returned). Eeloo Mission (bundle of crafts to be named once deployed separately for their individual roles) Mun SciLander (Science from surface of Mun) Mun SciCollector (same, orbital) Minmus RescueLanders Carrier (central ship carrying Minmus RescueLander A through G, to be deployed as needed). Sentinel 2 A (new generation of Sentinel satellites; first of them.) Craft/segment after end of mission gets marked as debris and gets '--' in front of the name, often forfeiting its original purpose and describing what it is good for currently: --Orange Tank half full. --Greenhouse
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Yep, for commercial operation with ore, Kerbin is the site and even then ROI is lousy. If you want off-planet challenge, install the latest Pathfinder mod and try to find Aurum. One lode can produce something of order of 30,000,000 funds, but finding it is quite a challenge. Never mind landing it safely at KSC (you really don't want to take the 50% recovery penalty for recovering on the other side of Kerbin!). It has murderous density, not much volume but it's really, really heavy. Or go with Karbonite and Karborundum mods. Karborundum is very valuable but can only be found on Eeloo and Eve.
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I splashed down in the badlands and had to make this
Sharpy replied to tanelorn's topic in KSP Fan Works
Wrong statue of liberty. -
Do you want features to be removed?
Sharpy replied to NSEP's topic in KSP1 Suggestions & Development Discussion
I bet you love watching random parts tumbling down Gilly slopes for hours without being able to switch to other craft. -
At that point I do Alt-F4 and go digging in saves/[my save]/backup folder for persistent.sfs that is newer than last save but older than my screw-up.
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Poll - what rocket engine do you use the least / forgot about?
Sharpy replied to George van Doorn's topic in KSP1 Discussion
Any particular rationale behind this specific tank setup on the side boosters? In particular two flat tanks instead of one twice the size? On topic: I don't think I ever used Puff seriously. Other than that: KR-2L+ "Rhino" - The go-to engine for hauling big asteroids. MK-55 "Thud" - hardly useful, but if you need some extra thrust in early career or keep your bottom clear and profile narrow... KR 1X2 "TwinBoar" - great for all med-to-large boosters. S3 KS-25X4 "Mammoth" - huge boosters S3 KS-25 "Vector" - stick two on Mammoth bottom if still lacking thrust. Also 1.25m profile rockets with these are pure joy to fly. T1 Toroidal Aerospike "Dart" - awesome low-profile. If you need good thrust, decent ISp and small engine, THIS. LV-N "Nerv" - no comment. LV-1R "Spider" - great for last stage of probes and satellites. You get insane delta-V from tiny tankage. Also hinges. 24-77 "Twitch" - hardly useful, 'cause what is too heavy for Spider is heavy enough for Thud. Curious aesthetics, though, last time I used them to simulate a plot of space carrots. O-10 "Puff" - why? If I want to fly on monoprop, I use unidirectional RCS thruster. LV-1 "Ant" - good for tiny craft, like dinghies. Huge delta-V from small tanks without bothering with electricity like for Dawn. 48-7s "Spark" - 0.625m upper/suborbital stage. Other than that, little use. IX-6315 "Dawn" - if you want obscene amounts of delta-V and don't worry about electricity. RE-M3 "Mainsail" - when Twin Boar is too much but Kickback is not enough. -
Well, when I took over Kerbaikonur and started mining gold right from under its launchpad no kerbal protested, so I don't think it's actually divided into countries, or even has any government for that matter.
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When you use tough parts on the bottom, impacting ground at 40-50m/s is quite survivable. Impacting water? That specific part will survive, the remainder of the craft will "splash down hard".
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Waait. 8 chutes in symmetry: 8^1.5 - equivalent to 22 chutes. 20x symmetry from EEX... nearly 90 chutes equivalent. This is getting insane.
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Maybe 10 minutes ago I flew over the KSC2 runway lifting device. The central ring is the diameter of the blimp, there's a small nuclear reactor, 2 engines larger than on the blimp, and 12 balloons that provided lift to the 2.5km runway on its way to KSC2. It ripped free of the runway, and deprived of the weight, launched itself 10km into the air. I landed it some 10km from KSC2 and left there. And this is the junkyard from may previous career, 1.1.3 Various pieces either delivered by truck or flown under own power, about 5km from Minmus Base, stuff that "might be still useful" but moved here to save up the framerate. Mainly transfer stages from various base modules. Most are still spaceworthy; occasionally I'd visit it and either strip parts I needed, or modify one of them for some purpose, like rescue of a kerbal from orbit.
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Do you want features to be removed?
Sharpy replied to NSEP's topic in KSP1 Suggestions & Development Discussion
OTOH removing them reduces the amount of consecutive testing in future iterations of the game. Simpler code - less ways it can cause trouble. -
Aircraft, MkII slower than MkI?
Sharpy replied to HardKerbin's topic in KSP1 Gameplay Questions and Tutorials
Also note: your Mk2 cockpit will be mildly warm long after your Mk1 cockpit evaporated.