Kosmognome
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Minmus Before Mun - Tip for new players
Kosmognome replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
I had one leg blow up after running into it, yes. But that will happen on any body, it can happen on minmus as well (I had one lander flip upside down after touching a landing gear on minmus, it was propelled several hudred meters away in the process).- 29 replies
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Minmus Before Mun - Tip for new players
Kosmognome replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
You don't need a scientist when you only land in one biome. A hopper that goes through multiple biomes is not something I would suggest for a new player, neither on minmus nor on the mun. a new player would probably try to land in one place and then return before attempting a multi-biome hopping scenario. and even i don#t bring the scientist to the surface. I bring the pilot to the surface and keep the scientist on orbit to reset the experiments. Yes, in fact I did. Several, actually. Just recently in a new career with kerbalism. four small legs + terrier engine work reasonably well for a small lander.- 29 replies
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Minmus Before Mun - Tip for new players
Kosmognome replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
No it isn't. Its not as easy as on Minmus, but its not "brutal". No you don#t. people have landed on the Mun since long before KER and continue to do so without KER even today. With the ability to simply set SAS to "follow retrograde" a munar landing has beome much easier then it used to be. Its still slightly more difficult then on other bodies, but you exaggerate immoderately. We are talking about beginners and you are talking about slingshots. Great. a beginner who has never even landed on another body will in 99% of all cases not bother with slingshots.- 29 replies
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Minmus Before Mun - Tip for new players
Kosmognome replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
The whole thing was build on the premise that it is for new players.... A Mun fly-by is far easier then Minmus. No Inclination, much bigger SOI to hit etc. So I#d say in terms of orbit & fly-by, Mun is still easier. In terms of landing obviously Minmus is easier (I man c'mon, you can land with the Jetpack alone), but you need to reach it, first. And new players will have more problems with inclination changes and hitting the smaller SOI then seasoned players that know what they are doing. I regularly land on the mun without upgrading *any* building (So I neither have maneuver nodes, nor see the SOI changes ann the patched conics), but I wouldn't expect any newb to do that. I wouldn't do that on Minmus.... hitting the Mun is easy (Just hit 95° transfer angle) hitting minmus without nodes is just plain annoying So tl;dr: Landing is easier on minmus, getting there is easier for the Mun.- 29 replies
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Minmus Before Mun - Tip for new players
Kosmognome replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
Landing on the Mun first aligns better with the contracts when in career. You get Fly-by Mun / land on mun / Explore Mun / Plant flag on Mun usually long before the Minmus ones. Furthermore if you can land on Minmus, you can land on the Mun. You only need the first pad upgrade and some basic science, and you are good to go.- 29 replies
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Convert to funds via strategy from administration building. That way you doN#t have to do contracts but get your own "budget".
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Play KSP without Quicksaves to fully appreciate it
Kosmognome replied to Kermanzooming's topic in KSP1 Discussion
I'm playing with RSS, so my take might be a bit different. In real life, we use simulations to find out what works and what doesn't. We also use computers and fly-by-wire. For those reasons, I see no shame in using KER, MJ, GravityTurn, kOS etc. This also means that I use quicksave to evaluate rockets. I usually use MJ to help with the ascent, but end up writing kOS scripts for it. When all is set and done and I'm confident that I have simulated everything about the rocket that I need to know, then I do the "proper" mission. And yes, that is usually done without qiucksaving/quickloading, except for some bug in the game (which can happen, sadly). -
No. And if you feel its exploiting, then simply don't? Its exactly the kind of ting I avoid doing in my games.
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Landing gear can't wait for 1.2, needs bandaid.
Kosmognome replied to cephalo's topic in KSP1 Discussion
I've played through career mode multiple times, and landed on all bodies. not once did I use landing gear. You are exxagerating quite a bit. Yes, planes are somewhat in a bad position, but they are bad for getting science and funds anyways (exception are SSTOS, which are viable only in the endgame). -
1. Leave no man kerbal behind 2. Don't kill anyone 3. Do not deliberately harm or injure anyone 4. Do not destroy the KSC 5. Don't do anything unreasonable (using nukes inside the atmopshere, bringing kerbal alone in a small compartment for a multi-year mission).
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Do you have SAS on? If you, disable SAS, warp a tiny amount and go back to normal (or stay on the lowet warp setting). SAS constantly applies tiny amounts of torque, and thus encounte wobble. Its much bette without SAS, and warping kills any rotation.
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This is an excellent idea. But the ramp up in production should be due to economics of scale - the more often you use a part, the faster it gets produced. If you do not use a part for a long time, its production lines get cut down and aquiring new ones after you have gone through your stock takes longer again. The problem with that is again that it only costs time. Don't have the supplies for your rocket? Just warp! As long as time-warping is as inconsequential as it is know, the supply limit will never have any actual significance.
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No one wants to disable or remove time-warp. Just to make time-warp a decision with consequences. Making time a resource that is worth managing. There are lots of ways to do that. Have contacts expire much sooner for example. Life Support would be another example. Salaries (time based) would yet again be another. There are a lot of creative ways to make sure that time-warping is something you have to think about, without making it so hard or punishing that nobody would want to use it.
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What you are suggesting -- having contracts expire -- would be a drawback to time warping. What I mean by a drawback is simply give time warping some consequences. If you do it, something happens - e.g. contracts expire. That would add good strategic reasons to be time-efficient. Currently, time-warping is a no-brainer. There is no downside to it, no consequence at all. Every mechanic that involves time is made impossible through that, since time itself isn't relevant to anything.Time should be relevant. It should be a resource you manage.
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I am not saying warping is a bad thing. Warping without drawbacks is. Life Support mods are one way to add drawbacks to warping. I would love to seem some ver light life-support mods in stock (like kerbalism or Snacks). But there are other ways to give time-warp some consequences. For example having to pay salaries for astronauts. I agree with your general idea that research should take time, and that some more interesting unlocking mechanisms are required. But as it currently stands, mechanics that just take time are useless. because warping is so extremely powerful. Take mining for example. In theory, it should be desirable to find a good ore pot and mine there. In practice you just drop a drill and warp long enough. if you happen to be in a bad spot, warp some more on higher speed, doesn't matter at all. The lab is another good example, without drawbacks to warping it essentially gets you free, unlimited science. It would be far better if warping had some form of drawback.
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1.875m parts
Kosmognome replied to Frozen_Heart's topic in KSP1 Suggestions & Development Discussion
Without 1.875m fuel tanks and engines, what good does a command pod with that bottom size do? You either need a decoupler and a 2.5m stack - and then you could simply use the existing 2.5m pod, or you need to bring it to an 1.25m stack, which would simply be silly. Command pods don't have built-in heat shields. No matter what is done, parts should always adhere to the same logic. So either all existing pods get overhauled and the heat shields integrated, or we get a new 1.875m heat shield. Mind that the heat shields are seperate for a reason in the first place. If you get SRBs, then nose cones are mandatory. Having to use stack adapters only to put on nose cones would be stupid. -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Kosmognome replied to sDaZe's topic in KSP1 Mod Development
This mod idea is great, really great. One of the reasons why I want to play RSS is to explore our own solar system, but getting part packs for the proper punch to work well with each other is a pain in the ass. Being able to explore RSS within the stock scaling and with stock parts is ingenious!- 2,401 replies
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I don't really understand what you want to see. The markers on the navball are not "locations" that you can print onto a map, they are *directions* and relative to your vessel. The navball always displays your vessels attitude. I think you might just need to understand the navball better?! The hud mod is already great and displays those directions in the scene, there isn't much more one could do.
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How to preform orbital insertion????
Kosmognome replied to John Doe's topic in KSP1 Gameplay Questions and Tutorials
Periapsis and Apoapsis are the general terms that are valid for any celestial body. Apogee is the Apoapsis around Earth. In KSP, you see Apokee and Perkee commonly used for Kerbin when the author doesn't want to use the generic terms. Perilune/Perycynthion/Periselene are all valid for the moon, Perihelion for the Sun etc. Imho the generic terms are much easier to understand - or do you know what an Periareion is? "Mars periapsis" is much easier to understand (or compare pericytherion and perycynthion for venus and moon periapsis...)- 50 replies
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Aero has not changed bewteen 1.0.5 and 1.1, so all advice for 1.0.5 is still valid. Disregard all the old stuff, though.
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Terrier & Rhino > Vector >>> Rest.
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What part of KSP looks good already?
Kosmognome replied to ThatGuyWithALongUsername's topic in KSP1 Discussion
Well, I said that I like the visuals of the parts and elaborated why I do so. Maybe you missed that, it is directly at the beginning of my post...