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Sir_Robert
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Sir_Robert replied to AndyMt's topic in KSP1 Mod Releases
New update, great. Quick question: does this change the inclined launches as talked about? -
How to get a probe into a distant future?
Sir_Robert replied to lugge's topic in Science & Spaceflight
A problem is that this would rely on chance to reveal the time capsule. Wouldn't it be better to have a beacon saying 'time capsule here'? -
Outpost requirement "must be on motorized wheels"
Sir_Robert replied to Scott Vandezande's topic in KSP1 Discussion
You can also use the cheat menu to complete a contract. Saves a step.- 5 replies
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How to get a probe into a distant future?
Sir_Robert replied to lugge's topic in Science & Spaceflight
Instead of trying to get 1 probe to survive for so long, wouldn't Von Neumann self-replicating probes be more practical? A potential problem with black holes is "how do you retrieve such a time capsule?" You can't very well go down there and pick it up, that'd mean the mission would take a very long time thanks to the same mechanism that preserves the probe. And it's not like the aliens that find it in 4 billion years can access it's systems and tell it to move out of it's close orbit. Incidentally, this is how cancer starts. Mutations in the genes that check for mutations. -
Probably to test if it works
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Ask in the mod thread.
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Antenna Questions
Sir_Robert replied to Long Finger's topic in KSP1 Gameplay Questions and Tutorials
The wiki knows all http://wiki.kerbalspaceprogram.com/wiki/CommNet -
Adjustments to adjustment contracts
Sir_Robert replied to voicey99's topic in KSP1 Suggestions & Development Discussion
So you want Strategia? It's outdated I'm afraid. -
Adjustments to adjustment contracts
Sir_Robert replied to voicey99's topic in KSP1 Suggestions & Development Discussion
You mean like Contract Configurator? Actually, Clever sats already exactly solves this satellite problem. -
Adjustments to adjustment contracts
Sir_Robert replied to voicey99's topic in KSP1 Suggestions & Development Discussion
You have to sift through them to get to the good stuff though. It's a quality of life thing. -
Weather would basically boil down to 2 options: 1) Insignificant winds/rain that amounts to a pretty picture. 2) Weather that might hinder launches and force you to wait for the skies to clear. Situation 1 is effectively just clouds. Looks great, nothing more. Everyone here is already in favour. Situation 2 wouldn't add any interesting flying through a storm. It'd just force people to wait before launching. Or whip a capsule around on re entry, which either randomly destroys it (no fun), or does nothing but add a pretty picture of your capsule being whipped by the storm. The Mariner mission getting stuck in orbit is interesting in real life. In a game about space mission, it just forces you to not play and wait. That's the reason people are against it.
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This version works fine for me. Most mods still work fine, they just need to be updated to say they work for the new update. Use on your own risk, obviously. But it's not a very big change.
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That sounds exactly what fuel priority is designed for. Why do you want to do it without that?
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Yea, I mostly play in ship view, and love RPM for the looks. Some defaults would be nice for that. But it would indeed make it more complex for the target audience.
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