Sir_Robert
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Everything posted by Sir_Robert
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In Game Newspaper Suggestion
Sir_Robert replied to Daveroski's topic in KSP1 Suggestions & Development Discussion
What is a mission though? The only in game stock mission tracker we have is contracts. And with the exception of the grand tour style contracts, those don't make missions. So first we'd need actual mission style contracts (or something else. The Strategia mod does something like this with it's program strategies -
Regenerative Fuel Cell
Sir_Robert replied to Temstar's topic in KSP1 Suggestions & Development Discussion
That's pretty cool. I like your idea -
But wouldn't it be cheaper and easier to have that probe land on and take of from Ike?
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It should have enough yes. I'm using USI Life Support, and that one gives you a timer showing exactly how long you have. Also it doesn't kill the Kerbals, it turns them into tourists when the food runs out. So in the worst case scenario, I can still use the onboard probe body to get them home. Although I won't be able to do any mid flight corrections in that cause, because I'll be to far from the relay satellites
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Currently, sending a sucessfull mission to Duna with life support. And while it hasn't left for home yet, initial calculations show it has only 100 m/s deltaV more than it needs to get home
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Crusader Kings in space? Now there's a thought
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No instead they are build by someone who plays KSP. I'm not sure which is worse
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Put bunch of unrelated things in a single launch?
Sir_Robert replied to omelaw's topic in KSP1 Discussion
The Mun and Minmus parts would be tricky, because they each need to be launched with their own propulsion system that separates from the mothership after getting to orbit (making it quite big), but I frequently launch multiple probes bound for the same body on a single launch, using inline fairings -
(Dear squad:) Soon™
Sir_Robert replied to Robje's topic in KSP1 Suggestions & Development Discussion
Much like most games these days, 1.0 is not finished, it is release. It is the version where they say 'this is our game, we charge money for this' (not counting early access. You buy an early access game because you want to support it's development. You buy a complete game because you are willing to buy that game as it is). And after that comes free DLC (updates). Many games do this. The Witcher 3 did it, Paradox does it all the time (brings out free updates along with their paid DLC). As for the scope: Squad has never had a public list of their scope, and for good reason. Ideas change. What seems like a great idea now may turn out to be awful in a few months. If you make such a list public, there will always be outcry whenever you change your mind, regardless of the reason. Rather than put up with that, they just don't tell us. Take the game as it is. And if some new update comes up in the future, see it as a cool new thing -
altitdue and time acccelleration?
Sir_Robert replied to Perotis's topic in KSP1 Suggestions & Development Discussion
Just timewarp on a different craft. Or in the KSC -
What parts do you rarely or never use?
Sir_Robert replied to storm_soldier2377's topic in KSP1 Discussion
Pretty sure decouplers are cheaper than seperators -
http://www.kerbalcomics.com/2013/09/15/episode-31-future-echoes/ Relevant comic
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Let's stay as far away from that discussion as we can. That only leads to endless flame wars There is no word on reproduction, but there are mods that let you keep your current Kerbals fresh for prolonged periods of time. Just Freeze them
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What parts do you rarely or never use?
Sir_Robert replied to storm_soldier2377's topic in KSP1 Discussion
I suck at planes. So any and all plane parts are totally unused for me -
Transferred a near-empty SCANsat probe from polar Duna orbit to Ike. I'm quite proud of my manouvernode. Ended up in a near perfect polar orbit as the tanks ran dry
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I used to be super uncreative with names, calling my Mun lander 'Mun lander' and stuff. But I recently started inspiring my names from real world planets and stuf. So my Mun missions are called Luna, and my Duna mission is Mars. I'm still working on names for Minmus...
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That is quite the amazing censor choice
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Sounds unlikely that he'd run out of power at launch (or with first stage engines running at all)
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I need help at my landers
Sir_Robert replied to corporelax's topic in KSP1 Gameplay Questions and Tutorials
As a general tip: make your first landers without science equipment. Practice landing first, before adding weight -
Undocking= exploding space station?
Sir_Robert replied to Jhawk1099's topic in KSP1 Technical Support (PC, unmodded installs)
Sounds like a bug. But other than that, we can't say anything without more information -
The test tells you to stage at that point. You are already staging it at launch, which means you can't complete the mission. you have to haul it up there first, THEN stage it (with a different rocket. Use a liquid fuel rocket so you can throttle and control your speed). Save some weight by taking the Solid Fuel out of the booster first, to make this easier
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Why won't this contract complete?
Sir_Robert replied to dborgo's topic in KSP1 Gameplay Questions and Tutorials
Did you try to launch the vessel, see if that convinces the game that it was ready to launch? -
Changes regarding heat
Sir_Robert replied to Snikersnee's topic in KSP1 Suggestions & Development Discussion
If you want your game to be harder, mod it. Let's keep it a little forgiving for the newbies -
New approach to difficulty levels
Sir_Robert replied to mikegarrison's topic in KSP1 Suggestions & Development Discussion
The learning curve is orbital mechanics. It has nothing to do with electricity or science. Those are just added sprinkles -
New approach to difficulty levels
Sir_Robert replied to mikegarrison's topic in KSP1 Suggestions & Development Discussion
How is easy supposed to work? There's no science or tech tree, but there is also not all the parts unlocked? So you never get all the parts? That's that a difficulty, that's a demo