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Everything posted by ExtremeSquared
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Edit: Nevermind, that guy's issue cleared itself up. Disregard entirely. I'm suggesting that whatever stops NDAI from activating on the navball when a probe core is the target may be causing issues with a mod docking port. It works fine with the SpaceY docking parts that I use, so I can't really help troubleshoot further.
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What gameplay rules do you impose on yourself?
ExtremeSquared replied to Klapaucius's topic in KSP1 Discussion
Only take "Science data from XXX" contracts if you have some fresh science to sell. I don't care that those contracts feel like an exploit. This provides a reason to park a science base on bodies, and NOT immediately collect all experiments. Over the next few years in game, that base gets fully paid for by all these companies wanting to lease its capabilities. It forces me to not abandon surface bases. Also, capitalism. -
Double Docking
ExtremeSquared replied to MisterKerman's topic in KSP1 Gameplay Questions and Tutorials
In old versions, the joints weren't locked, but the second set of ports still provided strength through collision/attraction. Closed loops were impossible in general for a while. -
The one scenario in which I find them useful are small jumping rovers on low-grav bodies, especially if there's a fuel depot in orbit or isru nearby. If they are built with rcs blocks for safety anyway, then avoiding LF/Ox can be worth the extra simplicity at the cost of a little dV. One fuel tank instead of two, which is actually worthwhile on small rovers.
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totm nov 2023 SpaceX Discussion Thread
ExtremeSquared replied to Skylon's topic in Science & Spaceflight
Trying to figure out if it will hit an altitude/time to catch the sun while a viewing position on the ground is in the dark... it's close at least. Still not as ideal for visuals as a sunset launch. -
Good luck justifying the biology. Kerbol system contains life on both Eeloo and Moho, which is... unlikely based on existing organisms.
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Lowest & Highest Points of Celestial Bodies
ExtremeSquared replied to Poodmund's topic in KSP1 Discussion
Ike is way more problematic considering its value when doing irregular Duna capture gravity assists. "10km should be fine" were the last words of one of my Duna crews.- 29 replies
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Colliders are a bit bugged with this update?
ExtremeSquared replied to KerikBalm's topic in KSP1 Discussion
Have had same problem with small deployable solar panels and regular fairings. Non-outermost part, large clearance, still breaks. Larger clearance/clamshell/larger ejection force seemed to help, but it is still unexpected behaviour. -
What was the best explosion that you ever encountered?
ExtremeSquared replied to 322997am's topic in KSP1 Discussion
On a sun-diving science mission, the thermometer was one of the first parts that overheated and blew up. It seemed KSP-appropriate. -
Seems like this should be stock behaviour, but is there any mod that deletes debris with a Periapsis that dips far into atmo in orbit around bodies with atmospheres? I could probably write a python script to process the savefile that accomplishes this, but have no experience with modding.
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Using ions for manned missions is usually a huge pain, but this mission is pretty much begging for it. That close to the sun, you can power multiple ions with fixed panels, or one pair of 1x6. Most of the deltaV will be spent close to the sun. Hope you got paid for this contract -- ions are expensive.
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*Pulling a somewhat flexible craft. Beware the Pendulum Rocket Fallacy.
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A mining setup on Gilly is nice here, because the Gilly - Eve assist - Moho transfer is not nearly as bad as Kerbin - Moho. My single-LVN-core deep space relays with six radial drop tanks have around 15km/s deltaV, and if you were to drain them instead of dropping them on the way to Gilly, refuel, and then drop them as you do the rescue, you'd definitely have enough to get back to Gilly and refuel the remaining core. Make sure your relay network is comprehensive -- that close to Kerbol, coverage is terrible.
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The PC version was pretty broken for at least a year after its "release" also. Not excusing anything, but I feel like it was worth the wait at least.
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The Horrifying Implications of the Kerbin Crater
ExtremeSquared replied to Ace in Space's topic in KSP1 Discussion
Given his immortality, I assumed that was caused by Jeb's first attempt at a soft landing. -
Gone are the days where basic interplanetary missions required an intricate lacework of struts and fuel pipes holding dozens of small 2.5m tanks together. Those lifters took a fair amount of time and testing to build. Now lifters are the most painless part.
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Which celestial bodies may have or had life?
ExtremeSquared replied to juvilado's topic in KSP1 Discussion
According to the game, all bodies currently contain life. Biomes contain biology. Probably anaerobic bacteria, but it is on literally ever body. According to the game. -
What is the strangest bug you have found?
ExtremeSquared replied to MiffedStarfish's topic in KSP1 Discussion
Stable Kerbin orbit at 20km, complete with non-stop plasma. -
Fix for shock heating on assent yet?
ExtremeSquared replied to Superluminaut's topic in KSP1 Discussion
The most efficient ascent is usually ball-of-fire ascent. I'm not sure how that is debatable. If that's immersion-breaking, and you're not willing to do an inefficient ascent of your own accord, you could turn up re-entry heating. That way the most efficient successful ascent will not be a ball-of-fire. -
May very well be a mod issue. The timewarp overheating bug seems to have disappeared in stock KSP in the last few releases, from my experience.
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Someone check my anomaly detection thinking?
ExtremeSquared replied to Foxster's topic in KSP1 Discussion
The fact that sin(theta) / tan(theta) approaches 1 as theta approaches zero ends up being somewhat horrifying in real life. Tracking down huge discrepancies in calculations is usually way easier than a result being consistently off by 0.3%.