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Everything posted by Provisional Name 12
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Generation ships? That means......
Provisional Name 12 replied to Buster Charlie's topic in KSP1 Discussion
actually this is something that has come up in mars one that it is likely that humans cannot reproduce in space or on mars (I think related to gravity and radiation). I suspect that we will likely have technology to produce artificial wombs and probably use genetic engineering within a few decades, but it is genuinely improbable that we will be will be able to colonize without beating these limitations somehow. The same would logically be true for the kerbals. Also there are many theories on the kerbals being colonists or products of genetic engineering. I'm not going to throw any darts at that board, but some people have brought up that the kerbals are all green, I just wanted to point out that this is not necessarily true, if in the 1970s you looked at nasa (especially the astronauts) you would have thought all the earthlings were white. It could simply be that the racial dynamics on kerblin are such that the green class of kerbals are the dominant class and that there are purple and blue kerbals that are not in the space program because of their disparate socioeconomic backgrounds. -
are there any mods that automate the release of asparigus staging, it seems pretty easy. Honnestly there are a lot of problems here, is asparagus realistic (maybe not but also if all variables are precalculated in a way it could be possible but dissipating gravity factors in)which it really isn't and is this cheater mod. Look I have a lot of time I spend watching my nav ball for corrections and where I can't check the fuel levels of my staging, I feel like a mod to automate this would help.
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well given my naming scheme a name that suggests the base is infested with scorpions would be at par for the course. I haven't even heard of that, most of my ideas for that category come from my fandom of the sawbones podcast, but sure Basil it is. I am a noob I need to establish a mun base, so basil it can be then I guess. Would the scorpions drastically effect my productivity?
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Well first off I would prefer to knock off the solid historical ones, but are you referring to the quack aids treatment guy or a specific quack treatment involving basil? Just today I paired a rescue mission with a tourism mission. "Hitler's Syphilis"
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Keep stranding kerbals on the Mun
Provisional Name 12 replied to Provisional Name 12's topic in KSP1 Discussion
Yea, that is actually a good idea, I could probably send up a ship with a winch to pick up the remaining people and winch the ship back to kerbal (should work? Almost did it but i made some design mistakes that gave asymetrec propulsion when i got to the mun and don't think I included enough fuel... again) but other than finishing the tourist objective it won't do much and it will be pretty expensive. So maybe I will focus on other things for now, also the location is shifting to the dark side of the mun so rescue will suck for the next while. It might be easier to just send a drone up with fuel and a an engine replacement, sounds like it would be a pretty simple operation with my kerbals up there already, don't have a drill though, so ironically i would need to send a giant cargo container just for that lol. I actually don't have the drill as a technology yet, so what is the criteria for what can be attached (wasn't clearly stated)? From what I understand a wrench can be used to attach any non-node part, so I should be able to mount my anchor point or insert a fuel line, but not an engine right? How are people estimating their fuel needs? I find it pretty hard to get it figured out, I have the engineering mod with the delta Vs listed but I don't really understand what that means or what my targets are. Also I blew up my rover by having a bad quicksave without implementing a good system for it yet, definitely should have done that then but oh well Bob Kerman my best scientist at the moment and first cosmonaut to land on a non-Kerbal surface will be missed. I think he will respawn with 0 exp cause I am on normal difficulty. -
OK, cause of this and the added tool of the naming scheme site I have cooked something up that will be quite fun, my new naming scheme will be: Manned: Gods, Goddesses and Demons of Death and the Underworld (Anubis, Hel, Charon) Unmanned: Synonyms for Intoxication (Blittzed, Sloshed, Tipsy) Grounded bases: Historical quack medical beliefs (consumption, spontaneous generation, the humors) Space stations: Circles of hell (The River Acheron, Limbo, The Marsh of Styx) Planes (all types): Serial Killers (Bundy, Gacy, Son of Sam) Tourism: STDs Rescue: Tyrants (Hitler, Franco, Pinochet)
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I was just letting you know, the way it was posted made it seem like they were separate things when they are generally not, so I wasn't sure you knew. On an unrelated note, this page with the lists of name themes is pretty cool and it has some pretty cool stuff on it, like D&D monsters or Diablo 2 name themes. Definately worth bookmarking.
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This is interesting, I really don't have a good scheme and I should probably figure one out. Right now I have assignment types like Commuter for tourism missions and rescuer for rescue missions and I use a number scheme that is mostly based on the rocket version and change up the payload quite a bit. If I have a significant design I want to save separately from the rocket design I will name it the number point another number, similar to program versions (eg 7.2 or 7.5 instead of 7). I don't usually number anything that isn't at least the second version of something. One thing I have been doing out of boredom is taking internet acronyms and bacronyming them into names. At first it started with the Tango Lima Delta Romeo mun strander (it was supposed to be a lander but...) and it dropped off the Tango Lima Delta Rover. I have been trying to move off the phonetic alphabet though. There are some interesting ideas here. One thing I might suggest to the OP is that there is probably less of a difference between Germanic and Norse gods than there is between orbital stations and refueling stations. All the examples he mentioned from those both are part of the same mythical cannon.
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Keep stranding kerbals on the Mun
Provisional Name 12 replied to Provisional Name 12's topic in KSP1 Discussion
Nice, thanks for the good advice here, I think that covers both of my problems and straightens out autosave for me. I am wondering some stuff though now. 1. I am running KIS/KAS would I be able to fly up a drone to refuel the ship and send a new engine with it that an engineer could attach? I'm kinda confused about what exactly KIS and KAS did and how it works, are there resources to clarify this? It wasn't entirely straight forward when I downloaded it. 2. I think I installed mec jeb last night. is it possible to use that to get my rover to autopilot using that? I mean even if I have to send a part up and install it, it would be nice, but I can't find a lot of information on how the mods work. There is next to no info on the site the game sends me to that hosts a lot of the mods. -
Ok well I'm a bit of a noob to KSP (playing on career mode) and as such have been unfamiliar with the quicksave function till now which I tried using forgetting that it prevents you from being able to revert. As a result I have permanently stranded a bunch of kerbals on the mun in 2 separate trips. 1st mission I forgot to ensure that the fuel lines from the propulsion system I loaded were all connected and it crashed destroying everything except the kerbal I had intended on sending up with the rover to do a mission. Oh well I figured, I have to send some tourists up anyway and I just loaded a new rover up on another rocket I had planned on sending anyway. I accidentally over staffed the craft making my rescue attempt futile (oops), but I ran out of fuel anyway and damaged the engine on landing... So... not sure where to go with this. If the craft had a working engine it would just be a matter of refueling it and getting a winch up there to stand it upright. The craft doesn't have any docking ports at all, so I don't know if I can get these tourists out if they can't EVA. Any ideas? I could easily send a craft to pickup my crew but have no clue how to deal with the tourists. Also, my rover is pretty far from my the location I wanted to science for the mission and it moves slowly in addition to being a pain to pilot around craters. What are other people doing with rovers? is there a way around this? I think I have to move it like 1/40th of the way around the mun, but at 16 m/s max speed taking a long route it is kinda arduous. Also, what are others doing to prevent this sort of thing with quicksave? Maybe I should just not use it, it definitely seems to be a problem for me.