nascarlaser1
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Everything posted by nascarlaser1
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Will old shuttles function in 1.2?
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
all shuttles are currently stock 100%. I use 1.0, so now mods for me yet :P. Once 1.2 drops though, time for KAS/KIS! I might also get a few visual mods. -
Rescue ship/clean up debris thingy.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
my doomed shuttle is in a freakishly strange orbit. PE around 2,00 something, AP just barely remaining in Mun's SOI (1 tiny push of any engine, and this thing is going into the sun's orbit :P. -
ok. I am currently on 1.1, so till 1.2 is officially released, no mods for me
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Hi guys! I have 1.0 currently. I would like to know if there were any atmosphere updates since 1.0 and 1.2, or other kinds of updates that would make both my ships or my saves stop working when I update to 1.2. I have 1 sandbox save, and a bunch of ships in them, most manned, though 1 or 2 are probe, which I can always slap a simple antenna on them since they are both atmospheric. Thanks!
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is that another mod?
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I would love if you could just see stuff in general from the surface of Kerbin. I keep trying to hurl stuff into the atmosphere, then go to the KSC to watch it burn up, but I can always see the tag, and never the actual object :(. Now that my rambling is over, Great idea btw! I really like it.
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Rescue ship/clean up debris thingy.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
I would if I knew how to de orbit something, then get back into a stable orbit without burning all my fuel and/or failing at this and smashing into the mun,killing everyone. My plan is to claw it, transfer bill onto rescue shuttle, then drag the doomed shuttle back, and if absolutely necessary, ditch the doomed shuttle where ever it winds up. Since I get the feeling stuff like this will happen in career, I might as well practice now. -
Rescue ship/clean up debris thingy.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
I want to try to land or deorbit it, and since it is sandbox mode I do not care about what it costs. -
Rescue ship/clean up debris thingy.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
I never knew that :P. I started playing 1.0 in January, and last month I survived my first mun landing . I thought all probe cores had the same amount of SAS.... My entire space program is being reformed in my head. Have some rep as thanks for telling me that . -
what happened to crane2? . Nice job on those .
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Rescue ship/clean up debris thingy.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
sorry about that. 1. I meant the mk2 command module. 2. Since it is sandbox I do have probe cores, but I prefer manned since it is easier. 3. I do have a docking port on the stranded shuttle, but I am not yet a perfect RCS master, which means I tend to read 20 m/s as a safe speed, when in reality I go straight through the shuttle, followed by explosives :P. 4. Given that it is a rescue pod, it does not have parachutes or a heat shield, so it's only purpose is to get Bill out of the rescue ship, and to get him into a more stable orbit around either Kerbin or, if absolutely necessary, the Mun's orbit. From there I'll send up a shuttle that actually has a heat shield and parachutes to get him down. I role-play LS, but I do not have LS mods. I would prefer to get him out of the doomed shuttle before his "Supplies" run out, but if I need to I'll just abandonee the role-play and do it under any time limit. My current time limit is 6 years ingame,(other missions not included. ex: I run out of ideas, so I run a 1 year mission on Kerbin, then go back, that 1 year is not included on his supply time.) so I've got plenty of time to get him back. If I can get him into the new shuttle, he'll have another 6 years till he needs either a third ship, or to get back to Kerbin. P.S.i.a.c (p.s. if.. anyone. Cares) . I role-play because I am currently on 1.0.0, which A. does not have any mods that work for it, and B. will soon be updated to 1.2, in which I may mess around with mods. Thanks for your help! -
Hey guys! I recently was digging through all the debris I have in my sandbox save (I've hidden them up to now via the filter on map view) and I discovered one of my first failed mun attempts in orbit around the mun. Normally given sandbox, I would terminate it, but this one happens to have bill on board because it was a science shuttle... . I would really like to rescue him from the mun's orbit, with or without the shuttle in tow. I currently have a rescue pod consisting of a mk2 pod, rockomax x200-8 fuel tank, and a poodle, with RCS being supplied via the command pod's supply of monopropellant. It has a claw attached for grabbing onto the shuttle (my past docking's have resulted in my 2 shuttles turning into 20 debris....). I have a launcher for getting it to muns orbit. Anyone have suggestions for this? I've got no pics srry.
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lol. there goes my lunch.
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the president mentioned ksp? when???
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I think they are made them out of putty or rubber and a brain . This will let them have bodily functions, but still be near indestructible.
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Stock Community Space Program [New Thread by Scientia]
nascarlaser1 replied to DMSP's topic in KSP1 The Spacecraft Exchange
so is that a yes? a no? -
This is probably going to turn into a conspiracy theory at some point but who cares . If stock Kerbals do not need food, and we are imagining them as if they have their own universe somewhere, what happens when someone mods their universe into needing snacks?! does a new alternate universe that has mods get created?? or do they randomly need to start eating or die!?!? Now, to get back on topic. I think they are made out of rubber, and their head is made out of fluff. This is how they are able to be stretched by the kraken, and still survive a head first impact with the ground.
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Stock Community Space Program [New Thread by Scientia]
nascarlaser1 replied to DMSP's topic in KSP1 The Spacecraft Exchange
Could we start a third space station? I could build the starting module and lifter to get into orbit if you'd like, but someone else would have to send it since I don't have the right things to hand over saves yet.