AntherJebediah
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Everything posted by AntherJebediah
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So when are these versions coming to Steam? I am REALLY looking forward to not having to worry about my poor poor rovers' wheels. Blew out one in a boat transport this morning, felt like a waste of time transporting it across the runway just to have the wheels get damaged on a terrain crack ON THE RUNWAY! Can't even take off(assuming I build a plane that actually flies) without a chance of the wheels to blow up
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Consider a spaceplane: You have been designing it, but you accidentally placed the wrong type of tank. To replace it, you have to remove the pieces and place them again. Is there an easier way to do this in KSP 1.2.2?
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Unsubscribed to this topic after accidentally pressing "Notify me of replies". Got 300 emails. In KSP, continued my Mun base. The test site for EPL. Turned out nice if you ask me. Jebediah just had to inspect the base. Now to create a space station in orbit around somewhere with a low gravitational influence so I can launch rockets for free(because I build them with rocket parts instead of paying the engineers at the KSC. I think they charge too much for the ships). And besides, with a station I don't need the stages to get into orbit EDIT: Build a getaway-vehicle designed to leave the engineers on the Mun, but get back the pilots. Connecting it was a pain in the ass, and it blew up. First connections, and before I uninstalled Extraplanetary Launchpads, the getaway ship. If I can't even connect a ship through 3 ground polyms, I am not going to keep using it. Terminated the Mun base, and started to look for new mods. Warp-drive would be really handy I quit too. After the n'th attempt I gave up. It kept exploding due to 1. Not flying 2. Not steering 3. Steering out of control and thrusting towards the ground/ocean 4. Not taking off
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Another game mode
AntherJebediah replied to AntherJebediah's topic in KSP1 Suggestions & Development Discussion
That was the intent of the mode: Economy matters, but you can take surveys and sell out research rights when in need. After corrupting a save, I created a new one and edited the save file to get enough research points to max out the tech tree. Because going around with solid fuel booster as the only engine is really annoying and boring. After having maxed out the tech tree once and it took years in kerbal time, and I grinded science with MLP around the sun. It just feels like a waste of (kerbal and my) time Could never get that to work, the menu never showed up. And yes I tried at the correct screen -
Those poles attached to the ship at the launch pad? Don't have those, and some of these initial segments don't have a core either, because I don't have enough rocket parts to build what I need. The clamps would not be released ever and it would present a large problem if one of the clamps lose ground contact. The entire base would explode.
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Installed Extraplanetary Launchpads yesterday, along with KIS and KAS. I landed my first base yesterday with the new parts designed to build a self-expanding base. I was somewhat unfortunate with the landing location, as the ground isn't flat. The entire area around the base is a gigantic hill near one of the largest craters on the Mun. I designed the initial parts of the base to only use survey stakes for flexible construction sites. However, whenever I create a new site and a new ship, it bounces up and flies away. Any distance from 1m to 20m. How can I stabilize the ship when it is constructed and avoid it flying away?
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There are currently three game modes: Career - get everything through playing Science - Everything is free, like sandbox, but the tech tree isn't unlocked Sandbox - Everything is free, tech tree unlocked What about a fourth game mode where the tech tree is unlocked, but rockets cost money and missions can be taken. This would be similar to the science mode, but opposite. Rockets would cost but the tech tree would be unlocked. For me, who screw up game saves by installing and then uninstalling mods(often creating permanent damage to the saves that I didn't back up before installing) it is just a pain in the ass to rebuild everything, including the tech tree. Besides, Sandbox does not have a money limitation which, in my opinion, makes it boring. ANd I can't accept missions because "the building is closed". Sandbox also makes any of the science modules useless, but in this new proposed game mode, the science modules would still be available and usable. For two purposes: 1) Get all the science readings from every planet and every biome; and 2) Sell out research rights when in need of money.
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Created and attempted to expand a duna station. The expansion pieces never made it there as I miscalculated the landing site compared to planetary rotation. After about half an hour of driving, I gave up. Then I installed Extraplanetary Launchpads and tried to figure out how they worked. Sold out research rights to get enough money for a mun launch and designed a ship to get there. Now I am about to land the base on the Mun and expand it for free without having to launch rockets. Extraplanetary Launchpads really helps
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[1.12] Extraplanetary Launchpads v6.99.3
AntherJebediah replied to taniwha's topic in KSP1 Mod Releases
Lessons learn't from playing around with KIS, KAS and Extraplanetary Launchpads: The dynamite actually works. Do not play with dynamite. It's going to explode your ship. (it would have been nice to have that warning before I tested it) Activated dynamite, but it didn't explode. Thought it was fine and the dynamite didn't actually work. So I went back to trying to get the survey stake to work with building and such. Placed the survey stake down and boom went the dynamite. Jebediah survived. The ship did not. So with the dynamite jeb is responsible for the murder of the 5 kerbals onboard that ship. The dead kerbals returned a few seconds later(with time warp). The kerbals remind me more and more about Kenny from SOuth Park. Dies over and over, but keeps comming back -
I can't build a spaceplane, yet alone pilot it without crashing. All my current attempts have led to explosions. Even with a shuttle, I need it to land on the Mün and be able to take off again. In killing the Mün crew, I found it fascinating how I can ram them into the ground at 120 m/s and they survive
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Added modules to my mun station. Needed the crew for a DUna mission so I killed them on the mun, and I made Jebediah reenter from a space station at 2238m/s. He burned. this is in a new game I created, since I made the last game corrupt(or something similar) by installing, testing and then removing mods
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Launched a big mun base in one piece and landed it on the mun.
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I blew my budget and built a very heavy space station: It was hard to land, and it took me some attempts before I landed it. Now I have created a second module for it. However, due to landing location it isn't close enough for me to see the square with the name and distance. I have successfully landed the new module on the mun, but I don't know how I can navigate to it. I am on the ground, and I have no clue how to get the expansion piece to the main station.