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Everything posted by Garrett Kerman
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{COMPLETE} Nightmares: A Jool-Sarnus 10 Story
Garrett Kerman replied to Ultimate Steve's topic in KSP1 Mission Reports
I KNEW it was a space casino! -
[1.12.x] Near Future Technologies (September 6)
Garrett Kerman replied to Nertea's topic in KSP1 Mod Releases
Yay! NFT is back! -
How to fly airplanes
Garrett Kerman replied to Garrett Kerman's topic in KSP1 Gameplay Questions and Tutorials
Yeah, that's what I try to do. I guess the planes I build are a little unstable. I'll fly one of the stock ones as soon as I have time. -
How to fly airplanes
Garrett Kerman replied to Garrett Kerman's topic in KSP1 Gameplay Questions and Tutorials
@bewing manuvering. I can take off and land just fine, it's turning that gets me. -
I have played KSP for a while, and even though I have gone to many places in the Kerbol system, I have not mastered the art of flying planes. So, do you know any tips on how to fly them? A full tutorial, if any exist, would be nice. Thanks in advance!
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I still am sending out probes to the other planets in the Kerbol system, so I name them accordinging. Moho: Mercury (ship number) Eve: Venus (ship number) Duna: Mars (ship number) Ike: Phobos-Deimos (ship number) And so on.
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This thread is not for speculation. If you wish to speculate, please do so in this thread: Discussion of confirmed features is still welcome! ----------------------------------------------------------------------- Original post in spoiler below: Now that Squad has confirmed several things upcoming in 1.3/1.2.9 it seems fit to change this to a features thread. So, without further ado, let's begin! EXPERIMENTALS CAME THURSDAY, MARCH 16! Please report any features I missed to me! Expeimentals are for PC only. The changelog for experimentals can be found below: Confirmed Features 1. Localization. Talked about for a long time, this feature expands the demographic of the game to a larger part of the world, creating more revenue, which in turn means moar development! The devs have had to change and reorginize a lot of code to make localization work, such as biomes, science, vessel situations, and celestial bodies. The Kerbal name generator has also been overhauled to make it work for all four new languages. The four languages are: - Russian - Chinese - Japanese - Spanish 2. Intergration of Asteroid Day. The Asteroid Day mod, an offical Squad mod (that should totally be a catchphrase) that brought you the HECS 2 probe core and many other parts will be fully stock! So, the SETINEL Infared Telescope will be added, which is the "final part to make the main game" as all other parts in the mod have been added already. 3. Ambient Light Adjustment will also be added. This adds a "Boost" value to the ambiet light setting, which brightens the render engine, causing darker objects to become lighter. Yay for better screenshots! 4. Bug fixes. Something we always need. The most notable are the fixes of terrain seams (especially on the Teir2 and Teir3 runways), the correction of ablator darkening on heat shields, and flagpole interaction fixes. The save corruption issue on consoles has been fixed as well. See the changelog in the spoiler above to see the full list 5. New art. New art is being worked on for an undisclosed purpose. We have been told that they are working on a nebula, which might mean new background images or images to look at with a telescope. Eyelids have also been mentioned for animated Kerbals, so the Kerbals in IVA may actually be able to blink! 6. KSPedia additions. Tutorial videos have been made. 7. Adjustable sturts. Struts can now be picked up from both placed sides without deleting the premade strut, allowing you to edit your extendive strut networks. 8. Coherent contracts. Contracts will actually make sense now. Console Exclusive 1. Better UI. Radial menus have been added on console, for better compatibility with those platforms (via Bitworks). They also look pretty cool! However, more still needs to be done. The VAB tools are still unavaliable for use. DLC 1. KSP Making History. KSP's first paid expansion, this DLC will add all sorts of new features to the game to make it more fun and challenging to new and old players alike. Some additions include: - Mission builder. This allows you to create and plan missions for you or others to complete. You can add part, mass, price and size constraints as well as random failures. - History pack. A bunch of pre-made additions for you to complete. You can relive missions from mankinds earliest space exploration. - New parts. A bunch of new parts will be added like farings, fuel tanks, adapters, decopulers, and command pods. These new parts are inspired by the US and Soviet space programs. - New astronaut suit. - Personal Kerbal parachute. - Highly customizable and moddable. - Results and successes sharable with the community. - Simple building interface. - And more! Stay tuned for more updates as more information comes out about the DLC! For anyone intrested about the offical announcement, look in the spoiler below. Unconfirmed Features (talked about by the devs, but not a confirmed offical feature as of yet) None at the moment. Outside of game features 1. The bug tracker has been updated, so bugs can be more efficiently reported and squashed. If I missed anything, please say so (use @Garrett Kerman to alert me, otherwise I won't see it). You can also PM me if you wish. GK
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The Saga of Emiko Station - Complete
Garrett Kerman replied to Just Jim's topic in KSP1 Mission Reports
This looks like my normal stage sep. -
The Mun Four Rally
Garrett Kerman replied to Garrett Kerman's topic in KSP1 Challenges & Mission ideas
Looks awesome! You have completed the Exceptional, Bonus categories in the manned section. Way to go! Which extra challenge would you like to be entered for? (I updated the OP, so if you're confused, check there.) That would be a bit too much, the OP is already a bit lengthy. -
The Mun Four Rally
Garrett Kerman replied to Garrett Kerman's topic in KSP1 Challenges & Mission ideas
Post pictures of your ship in orbit, by the moon, by minmus, and by Duna. Include other things like landings and orbiting, as well as your orbital transfers in map view. Will add this to the OP. I didn't make this to be scored, it was really just a "do it and be rewarded" challenge. Now that I think about it, I should add some leaderboards... (also adding to the op) The rules say no docking outside of LKO, but anything in LKO is fair game... (so, yes, you can add parachutes.) -
The Mun Four Rally
Garrett Kerman replied to Garrett Kerman's topic in KSP1 Challenges & Mission ideas
Nice! Looking forward to your entry! -
{COMPLETE} Nightmares: A Jool-Sarnus 10 Story
Garrett Kerman replied to Ultimate Steve's topic in KSP1 Mission Reports
Yay! Moar! -
The Mun Four Rally
Garrett Kerman replied to Garrett Kerman's topic in KSP1 Challenges & Mission ideas
@Thor Wotansen, any order is fine, but you must return to Kerbin last. -
The Kerbal Space Program has recently sent out probes throughout the entire Kerbol system. By doing this, however, they have managed to run almost dry on funds. This is where you come in. The Space Program wants you to send one ship to the Mun, Minmus, and Duna to drum up some public intrest. Do you accept? I recently got a contract in my latest career called The Mun Four Rally, and I did it. The contract was a lot of fun! So much, in fact, that I thought it would be a great challenge! So, the rules: 1. Orbital docking is allowed, but when you leave LKO, you cannot add any more parts to your ship. (You still can undock and redock modules you added in LKO.) 1.5. If you forget vital parts, such as parachutes, ect, you may send up a rescue craft. 2. One part of your ship must return to Kerbin safely. 3. ISRU is allowed. 3. Mods are allowed, but please list them in your submission. 4. Please include pictures or a video of your submission. -Launch, Orbital insertion, transfer orbits, encounters and orbits and landings if applicible. 5. No cheating (orbit editing, hyperedit, ect.) 6. No gatecrashing. Please don't enter somthing that goes against the spirit of the challenge. Submissions UNMANNED Trivial: Fly by the Mun, Minmus, and Duna, then return to Kerbin. Signifigant: Orbit all four bodies and then return to Kerbin. Exceptional: Land on all three bodies and then return to Kerbin. Bonus: Add Ike to your travels. MANNED: Trivial: Fly by the Mun, Minmus, and Duna. Signifigant: Orbit all four bodies. Exceptional: Land on all three bodies. Super: Land on all three bodies with ten Kerbals or more. Insane: Land on all three bodies using life support. Bonus: Add Ike to your travels. Extra challanges: Note: You can only qualify for one challenge per submission, so please specify what challenge you would like to enter for. Cheapest cost (unmanned) Flyby: Orbit: Landing: Cheapest cost (manned) Flyby: -Life support: Orbit -LS: Landing: -LS: Most Kerbals: -LS: Quickest time: @panzerknoef with a time of 2y, 232d Most efficent (in terms of delta-v): Most impressive (judged by me, no need to specify): Good luck! (If anyone is willing to make badges for the challange, please let me know)
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@KSK that is hilarious.
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@KSK, thank you for the awesome story! I really love it! I'm still on page 33, but I hope to be caught up by tomorrow. Edit: caught up! Last chapter tho...
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KSP Multiplayer
Garrett Kerman replied to Nicknamemk2's topic in KSP1 Suggestions & Development Discussion
Agreed, but two people would make it go faster and make it a bit easier. -
The Call of the Void-Chapter 1-Old Memories.
Garrett Kerman replied to DMSP's topic in KSP1 Mission Reports
Any landing you can walk away from... is a good one. -
Manned, career Duna round trip
Garrett Kerman replied to Squidiness's topic in KSP1 Gameplay Questions and Tutorials
Yes. You might want to disable one set of engines, or else you aren't going anywhere. A couple of sugguestions: 1. Only one set of engines is needed. This is the 'propulsion module' (fancy language for a few fuel tanks and an engine). This should be launched and docked to the rest of your ship. You may want to launch a refueling mission to fill up it's tanks. 2. Get rid of that IRSU. With a ship of that size, it is absolutley pointless and only acts as a deadweight. Also, four drills is huge overkill. If you really want the IRSU, bring the 1.25 meter one, two small drills, and two radial ore tanks. Those two you're bringing are too big for your needs. Also, make sure to bring lots of power and some radiators too if you want the IRSU and the drills to work. Really, just don't bring any of that. All it is is deadweight. 3. Pack efficent engines. Get rid of those thuds. They are inefficent and not very helpful. Replace that skipper engine with a poodle engine. The poodle is more efficent, and therefore requires you to pack less fuel. 4. Pack parachutes. Duna has an atmosphere, so you should use it. Parachutes can slow down your lander quickly, meaning you use less fuel on your decent. 5. Rid yourself of half the monoprop. If you split four tanks between the lander and the crew module, you should be in good shape. All that extra propellant won't be used and will only become deadweight. If anything was confusing, feel free to ask me for clarification. -
Yes. If you're close to Kerbin, then they aren't nessary. But if you plan to go the Mun or Minmus, you probably should pack one. One communitron 16 should suffice, unless you have a weak tracking station. In that case, you should bring a more high-power antenna, or bring more 16s. (Also, if you're bringing communitron 16 or any other antenna [except the communitron 16s] you need to extend them. Right click on the antenna and chose the 'extend antenna' option. Then they will work.). Sorry about the lengthy explanation, and if you're confused, feel free to ask me any questions.
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how to get further in space without making super massive ships?
Garrett Kerman replied to jevry's topic in Welcome Aboard
You could also try explosive decopuling. Ignite the terrier, and it should blow your empty stage off. This is risky, as it might blow your engine off, but it should work. Quicksave beforehand, so if your explosions get out of control, you can revert to an earlier time.