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Everything posted by Netherman555
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How to see my crew in a space station
Netherman555 replied to Tyko's topic in KSP1 Gameplay Questions and Tutorials
Sadly, as far as I know there is no way to do that. I may be wrong though. I would recommend looking it up on Google (always a good choice ) -
How to see my crew in a space station
Netherman555 replied to Tyko's topic in KSP1 Gameplay Questions and Tutorials
This is very simple. Go into tracking station (It's the little circular-ish building with all the radar panels), and you should then be able to click on your craft and find out who's on there. I don't know if it allows you to see who's in different capsules, but it definitely works. -
HOW DO YOU GET TO EVE or JOOL???
Netherman555 replied to Kerbal Nerd123's topic in KSP1 Gameplay Questions and Tutorials
Well if you want to get to Jool then I would put yourself into orbit around kerbin, get a large craft with a lot of fuel, refuel it and do all that, exit kerbin, yadayadayada, and then just get into jool orbit. I would recommend finding a video, it's easier. -
how do you get to mun?
Netherman555 replied to Parv Kerman's topic in KSP1 Gameplay Questions and Tutorials
mk3 command pod with a lot of rockomax, orbit where my periapsis won't go up, and then use a maneuver node to get an encounter, run out of fuel on descent, scream at myself, promise that won't happen again, repeat. Pretty standard. -
Best way to land on kerbin?
Netherman555 replied to subzerocro's topic in KSP1 Gameplay Questions and Tutorials
You can just spawn the craft. Congratulations, you've landed! But in all seriousness, get your capsule only and just put a parachute on the top. That normally works. If you break it with too much thrust, you're doing something wrong. -
There's two easy things to do here (They were already mentioned but I'm going to say it anyway): 1 - Get KAS and KIS. This allows an Engineer to attach and detach objects on a ship from ANYWHERE. It will help you along the way. 2 - If you're uncomfortable with modding (which isn't uncommon), you can try to use a claw. Idk if you can transfer resources (I've never used them, I like docking ports more) but it's the only stock option I can think of.
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I have a missing tourist.
Netherman555 replied to StarManta's topic in KSP1 Gameplay Questions and Tutorials
Sounds like the Kraken was hungry for Dandun It seems like a normal glitch to me. Do you need Dandun for a mission? If so, you may have to let the mission fail. That seems like the only thing to do. Sorry I couldn't be more helpful. -
Well this seems like pretty simple math to me. You need to find the optimum and maximum temperatures of every heat-generating object in your base. You're going to want to subtract the optimum temperature from the maximum, and then you'll add those all together and get the amount required for heat. Then you'll divide this number by the radiator heat expelling amount, and then you should get the amount of required radiators. In Mathematical Terms: (Maximum - Optimum) / Radiator_Amount = Radiator Amount
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This all depends on what you're lifting up there. I'm assuming that since you need 350K dollar units to get up there... sheesh that thing must be heavy, or else you're just being excessive. I approve of excessive but that takes it to a new level. I normally use a small, simple lander with four thud engines and a small rockomax engine, gets 3 people on the mun and can get them back if you do it right. second stage is a medium rockomax engine, used to supplement orbit and for munar injection. First/Orbital stage is an orange tank with a medium rockomax beneath it, and 3-4 LVT 3-tank rocket boosters. This works every time for me. Good Luck!
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How would you rescue these stranded tourists?
Netherman555 replied to dire's topic in KSP1 Gameplay Questions and Tutorials
Well that craft itself is never going to get off the surface. And tourists can't EVA I think... so... this is a problem. If you have enough resources and time to do this, I would launch a large craft up onto the mun and then try to grab them? It's very difficult but if you can actually grab both of those ships then you'll just need to get back. If required, get it into a munar orbit and then refuel it for the return journey. Probably they're all dead but it's worth a shot. EDIT: I feel really stupid, I just realized you can try to use a Klaw to refuel the ship (if that works anyway). But my way's more fun in my opinion -
Building a Mün/Minmus base
Netherman555 replied to GwynJHawke's topic in KSP1 Gameplay Questions and Tutorials
If you're willing to use mods, I would suggest Simple Construction or (if you're really wanting to get complicated) Extra-Planetary Launch Pads. These allow you to build ships anywhere in the solar system as long as you have the resources to do it. I think this link says more. However, if you want to do this the old fashioned and undoubtedly more fun/challenging way, I have a few suggestions: Keep it simple: there's nothing worse than creating a super-complicated structure just to find out there's a part confliction. Standardize your height: What I normally do is use a fuel tank (normally an orange rockomax) and put the wheels for all my structures at half the height of an orange tank. That normally helps pretty good. Excessive Is Always Better: I will probably be yelled at for this, but it's definitely what I do. If it seems like too much fuel, but it works, keep it! You never know what might happen that requires that fuel Hope this helped! -
This Is What I Did Today: Crashed 53 times (NO JOKE) Created a new plane that actually worked okay. Crashed 16 times. Had so much fun while I was killing kerbals
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I always make my lights the strangest color possible and then crash, so I've never seen it in use
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THIS MIGHT EXPLAIN WHY EVERYTHING IN THE GAME FLOATS!!!
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I keep moving forward .8m/s on a landing pad which has 0 degree slope, so...
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Truer words were never spoke.
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Havin a hard time here with SSTO Rocket
Netherman555 replied to Xyphos's topic in KSP1 Gameplay Questions and Tutorials
Yeah i'm terrible at SSTO's as well... What I would suggest is first trying to figure out how to lower payload weight. If you can't do that, try to construct it in space is because there's no way you're getting that off the ground. Also use rapiers to get you into space but also use nuclear engines to supplement them. That should be enough if planned well. -
Still, people seem to be inventive. I'm sure somebody will figure out how to get mods at some point. Might just take longer. Besides, I have 4 GB and I'm running like 10 mods.
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Whats the hardest thing to do in KSP?
Netherman555 replied to AffinityCrafts's topic in KSP1 Discussion
Sadly they can't do that anymore, if you go below 250m at any speed it blows up. Also my hardest part is trying not to oversize rockets. I try to get into orbit with LVT tanks and then somehow I end up with a kerbodyne super-refueler with extra fries. -
So you basically broke physics... well I guess ksp is all about that.
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I think that Squad's just trying to open it up to a wider audience. I couldn't even play KSP until I got my computer upgraded, but consoles won't be that way because everybody has a standardized system (most of the time anyway). Plus, how long do you think it's going to be until somebody figures out how to get mods? I mean, Fallout 4 on consoles supports mods and look how long it took them to get it. It's going to happen at some point, i'm sure. Also, @stibbons, I think you're taking this conversation a bit far. You're kind of jumping at people for a problem that wasn't even there. Just chill.
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Reverting again (The problem with SRB's)
Netherman555 replied to SpacedCowboy's topic in KSP1 Discussion
Well I start to hate myself after a few times so... But I disagree, I think it would be slightly unrealistic in an annoying way to have it. But every man to themselves I guess. -
I dunno, I've always been partial to the Ion engine because of all the sci-fi behind it, but in terms of an engine that I like the most is probably the shuttle engine. (P.S Crashed into Duna using an Ion engine on my way to the Mun, strange experience.)
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What mods should i get for a super colonization?
Netherman555 replied to Netherman555's topic in KSP1 Mods Discussions
Well that's nice to know. I think i'll do what Gojira1000 said and make a list, but include like a 'Download All' link or something.- 18 replies
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- mods
- super colonization
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(and 1 more)
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