ag3nt108
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Everything posted by ag3nt108
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Terrier allllllllll the way. Wish I had more love for the Nukes but I, well I just don't.
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What part of KSP looks good already?
ag3nt108 replied to ThatGuyWithALongUsername's topic in KSP1 Discussion
I think KSP look fine as it is but then I play on a macbook so visual are hardly my focus. In fact if asked what I wanted to see added I would appeal for better manoeuvre nodes long before I asked for any visuals -
3 out of 4 of my orange suits have been orbiting the sun for a looooooong time, They are out of fuel after a failed mission and I can't bring myself to rescue them.
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With the game itself soon coming to consoles I think you should focus on tutorials and how to's. I came to KSP with no real knowledge of space flight or orbital mechanics or well I had no idea how anything worked basically. I spent many many hours watching you tube videos and the feeling of my first Mun landing was a huge accomplishment. I feel that for a long time KSP was marketed as a MOAR BOOSTERS PLOSIONS and stuff sim but with each patch and version has slowly moved towards more realism (so far as flinging little green men into space can be "real") . Anyway the point is we are about to see a whole new generation of newbs and they are going to need a great source of information and tutorials to get a grasp on how the game works. Thats your niche in my opinion.
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Steam reports 383 hours played, pretty trivial compared to most on here. I can honestly say of all the indie flood games I've picked up on steam in the past 12 months KSP is the only one i still play. 383 hours in about 4 months is roughly 3 hours a day
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What's your preferred method of playing KSP?
ag3nt108 replied to ZooNamedGames's topic in KSP1 Discussion
I play on my macbook pro laptop so my options are some what limited.- 51 replies
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One simple rule for me - have as much fun as possible
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Its full of hopes and dreams, handle with care in case they go up in smoke
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Never used it or even considered using it. Reverting a launch is too convenient
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Do perfectly good designs not work the next day?
ag3nt108 replied to Brainlord Mesomorph's topic in KSP1 Discussion
Unless you update a KSP version a "working" design should work every time. As already mentioned though flying manually introduces a huge margin of human error. -
Does anyone actually use the first level runway?
ag3nt108 replied to Prasiatko's topic in KSP1 Discussion
I can quite honestly say my experiences with the runway are at least half of the reasons I don't use planes in KSP. Indeed every time I start a new career and the "observational surveys over x/y" contracts appear I groan inside. Over all I think Squad does a fantastic job with KSP and infact it is one of the few games I've played recently and been genuinely impressed with for more than just a matter of a few hours but seriously, whoever designed that runway I suspect has a penchant for class A drugs lol I live in South East Asia and travel often, I've have in real life been a passenger on air craft that have landed on and taken off from some pretty dodgy looking "airports". I remember once in the Philippines my flight was cancelled due to rain. The air craft simply are not able to stop in time on the wet, muddy grass. This is in tropics so I imagine that airport has a lot of cancelled arrivals lol. Perhaps the guy who invented a runway you can only land on in the dry is now advising Squad? -
Stuff in the waters
ag3nt108 replied to KerbalScience's topic in KSP1 Suggestions & Development Discussion
Its a cool idea, but I fully agree the development of the game should remain on space for the foreseeable future. Otherwise where do we call the cut off. Why not add combat mechanics, Aliens, space trading and factions? well because thats a different game -
When will launch pad accept larger craft?
ag3nt108 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
What do you use for control authority on the way up to 10k? I tend to use engine gimballing so even with craft that do use SRBS for a "kick" of the pad I will be burning at least 1 gimballed engine. -
I see, that goes a long way to explain things, Thank you Rizzo. So has anyone tried to exploit it? Radially mounted stock aeroshells instead of wings for lift?
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2 Saturn V Apollo craft - Selene mk1 - mk3
ag3nt108 replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
Beautiful craft, Thank you for sharing -
Impressive Piloting skills Callistron. Earlier today I posted about the length of KAS piping since Im worried I won't be able to reliably land near to my drill. you put me to shame sir!
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Having finally reached the point where I'm reasonably happy with my design for a mining craft I decided to launch M700 probes to scan moons (and Kerbin itself for the 10 science). I thought the M700 needed to remain in orbit of the body it was scanning permanently but when I discovered this wasn't the case i set out to design a satellite and launch Vehicle that would be capable of scanning all 3 bodies via a single launch. This is where things got a little weird, The M700 is the most unwieldy scientific device known to kerbalkind so I figured an Aeroshell would be in order to streamline things and prevent the rocket from being uncontrollable during ascent. (can't upload pics to this forum it seems). Anyway, the rocket wouldn't launch, being very unstable and flipping out between about 6-10KM or at about 350 m/s Velocity which ever came first depending on the ascent profile. Clearly its an issue of too much drag at the nose, fins didn't help. Infact nothing i did helped. Changing fuel tanks around, didn't help. No parts in the stock library seemed capable of overcoming this amount of drag. I found it really odd because I was repurposing a lunch vehicle I knew worked just fine with similar payloads (the approximate pay load dimensions had not really changed). Wait, could it be the aeroshell causing the massive increase in drag? I removed the aeroshell and guess what, it launched just fine into a polar orbit. There has to be something i don't understand at work here. How can a part that is supposed to reduce drag increase it? Once launched successfully it was quite routine to obtain the scans, kerbin scanned first followed by the Mun. Unfortunately I couldn't find a Minmus encounter with my remaining fuel that the Mun didn't interfere with and I was unable to find an approach resulting in a stable minmus polar orbit with my remaining DV. Simply put I had not packed quite enough fuel,rather than leave the device in a useless Minmus orbit I sent M700SAT off into a kerbol flyby instead to fulfil a contract and launched a second M700 to scan minmus. Things got weird again, the same design would not launch into an equatorial orbit with or without aeroshell. The LV had gone back to flipping at around 6-10 KM or 350 m/s aprox. The fix this time? rotate the M700 atop the rocket in the VAB.
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Just stopping by to introduce myself to the community here, you all (mostly) seem like a good bunch While I'm here a big thanks to some of the members for hours of useful information Ive found on these forums. Indeed without this resource its doubtful I could of learnt so much as I have about the game. A heartfelt "thank you" to the devs at Squad for creating KSP Im sure you don't get thanked often enough for your hard work. In terms of games I have played I think KSP takes the absolute winners crown when it comes to the sense of achievement I felt with my first successful Mun landing. Finally a big thank you to some of designers who share craft ideas and inspiration on these forums, without going back over all the threads I've looked through some names spring to mind Cupcake, Majorim, Rune and Inigma really stand out. Keep up the great work everyone.
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So what ended your Career mode play through?
ag3nt108 replied to ag3nt108's topic in KSP1 Discussion
There is not much love for the career mode contracts I see. I find them to be quite reasonable most of the time and I always use tourism as a source of funding my space program. I admit they are repetitive and need some balancing (some contracts seem to have a much greater financial reward that isn't in line with the difficulty of the task). My main gripe with contracts would be the satellite placement missions mostly. I find the requirements are often fairly absurd. In my recent career I have an option to accept a contract placing a satellite arround Kerbin in what is basically the same orbit as the Mun. -
The parts i feel are most missing from the game are anything supporting the landing and construction of surface installations. I think I tried just once to use the currently available docking nodes etc in stock to assemble a surface base. It is an extremely frustrating experience as things stand. In a non related issue, why are ladders advanced space exploration? (I think thats the name of the science node that unlocks them). Spacecraft before the humble ladder? I always feel like I'm inventing the combustion engine before the wheel!
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I have tried to find this both on the KAS wiki and in general on forums and reddit etc, Im sure its hidden in plain sight but my internet skills don't seem up to the task. Before I land my fuel dump on the Mun, whats the maximum range of the pipes available in KAS ?. Reason I ask is that I'm actually not that wonderful at landing heavy tanker style craft near to my well head. As a possible solution I'm considering providing my engineer with 2 small rovers to act as movable extensions. Thus in circumstances where my landing is a little off I can link a pipe from the drill to a rover and then to the tanker. I have seen lots of examples of tanker that have there own wheels, thats not an option I can use yet as I don't have the tech to use wheels capable of supporting the weight.
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My first Munar impact ended badly when i discovered how inaccurate the altimeter is (in relation to the mun surface at least).
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Hi all, Pretty new to these forums but I have been lurking for the past few months. What a great game KSP is, Im really having a blast with it. I wonder what ended your career play throughs and or prompted a new start for you guys? For my part I'm on what i would call my 3rd "serious" career game, by that I mean the 3rd attempt to fashion a cutting edge space program instead of the many many plays where I was learning how to actually play the game itself. My first career ended rather comically when a planned Minmus landing mission was catastrophically underestimated in terms of DV required to return to Kerbin leaving my entire compliment of kerbonauts (2 pilots, engineer and 2 scientists) stranded aboard a craft out of fuel and drifting on a kerbin escape trajectory. I had no idea at the time how to rendezvous 2 craft in orbit much less the know how to rendezvous with a craft in the middle of open space. My second career play through came to an equally fruitless end when the director invested all of our funds (some 4 million) building an overly complicated (mega ultra has everything) space station mothership assembly for a mission for Duna. Equipped with two miners, landers, science labs, habs, lighting, tugs, shuttles, Fuels dumps and refineries. It was a multi part lag fest that disassembled itself under stress while initiating the burn to leave kerbin orbit. So what game ending mistakes have you endured whilst striving for the budget to explore space?