

ave369
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Everything posted by ave369
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As for total junk, I tend to delete it. Only mothballed ships are left to orbit, and the Stayputnik 1 gets the honorary exemption from being deleted.
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Once a time I had Jeb stumble on Minmus and roll several kilometers downhill from his lander. He had to hoof it back. That was quite a lonely moment.
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I like to listen to Russian trucker songs when driving rovers across planets, especially big cargo rovers that are essentially big rigs. Makes the trip less boring.
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All of them except Eeloo. I don't have any reason to go to Eeloo. Dres received one visit from me, and so did Tylo (don't want to revisit those places).
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LKO. This is the only way I use LKO. All my working infrastructure tends to be around Minmus, and LKO is used to park derelict and mothballed ships that I might someday need.
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My rule of cheating is use it only for fixing some blatant stupidity that could easily be avoided and resulted in a heavy loss. For example, if I lose a science ship laden with precious science points to a miscalculated reentry and there are no saved games, I can cheat myself some science points equal to those carried by the lost ship, instead of replaying the entire mission from scratch.
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How do you name your crafts? Do you follow some naming conventions? I use two. During the early game, I utilize a convention from real space programs: families of related rockets with similar design are named Something-N. For example, Black Goose 1, Muna 3, Explorer 4. During the late game when things are turning definitely sci-fi, I utilize a space opera-like system of ship classes. Drone = tiny unmanned craft Pod = tiny non-atmospheric craft Clipper = tiny atmospheric craft (shuttles, SSTOs) Boat = small to medium non-atmospheric craft Cutter = small to medium atmospheric craft Cruiser = large non-atmospheric craft (generally anything big enough to require orbital assembly is called a cruiser) Frigate = large atmospheric craft Every craft is given a class name, e.g. Tiny Tot-class clipper, Eve-class cutter, Princess of Helium-class cruiser
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What's the first thing that you do in KSP? Your first craft? How's it?
ave369 replied to ARS's topic in KSP1 Discussion
When I was beginning to play KSP, my first craft was small solid booster + basic pod + parachute. Nowadays I have grown a fondness for the mod Sounding Rockets, and begin the game with a sounding rocket program culminating with launching of a Stayputnik to orbit. After Stayputnik, Jeb goes. -
Today I was once again fiddling with low-tech Minmus-capable shuttles. It's my new career mode playthrough, and this time it is mostly stock. I've already made a decent Minmus capable shuttle in my previous playthrough, but it has some nasty mod part I don't remember from which mod it is, so I can't reuse this design. So I'm fiddling with a new one.
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What is the most HORRIBLE way one of your kerbals died
ave369 replied to 322997am's topic in KSP1 Discussion
The most horrible and shameful death of a kerbal in my experience is being squished under a wheel of a truck while trying to repair it. It was on Eve, the truck was loaded with heavy Karborundum, and the truck's brakes were unprepared to hold it still under high gravity and a heavy load. The wheels popped, and the truck started sliding downhill. A kerbal engineer came close and tried to repair the wheels, but got squished... -
I mean the stock comm system, not RemoteTech.
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Crewmember Trait: Doctor
ave369 replied to Bisbeejim's topic in KSP1 Suggestions & Development Discussion
I don't see adding minimalistic life support as anything bad at all. -
Sometimes my MechJeb behaves strangely. One time, it burns toward the planet during circularization in ascent guidance mode, and I have to turn it off and circularize manually before the tin moron crashes my rocket. Another time, it botches landing on Tylo spectacularly. Is it the supposed behaviour of MechJeb?
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Crewmember Trait: Doctor
ave369 replied to Bisbeejim's topic in KSP1 Suggestions & Development Discussion
Perhaps kerbals should have health bars that get drained because of passing out in high G, being injured in falls and collisions, and it also slowly depletes in zero-G if there's no doctor around (you can't lose your last hp this way, but any careless sneeze towards a kerbal brought down to 1 hp with microgravity would kill them)? This way, the doctor kerbal with the ability to restore the health bar should be useful. The 0-level doctor merely prevents hp loss due to microgravity, and doctors with levels heal some hp per level. You could also add spinning sections which stop hp loss and make kerbals regain hp, as slowly as they lose them, as opposed to instant healing by a doctor. You can also make certain parts of space irradiated, so the kerbals should lose hp twice as fast as normal, or cancelling hp regain if spinning sections are used. -
Could you please make all beacons, no matter what the distance, communicate to each other? If the beacons are put to their intended use, namely interstellar transport (rather than cheaty interplanetary transport), the problem is that the far side has no commnet communication to the Kerbol side. Also, very large interstellar distances (such as in the Valentine system mod) make this mod glitch out and demand exorbitant (in hundreds of thousands EC) costs to activate the beacons. Could this also be fixed?
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Подмосковье. Ничего путного по КСП не делаю, так, играю.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
ave369 replied to Nertea's topic in KSP1 Mod Releases
Is the Zubrin saltwater rocket in this mod? If not, please make one! It's the only cool nuclear engine that was never made for KSP. -
[1.3] Community Localization Project (v0.6) - Translators needed
ave369 replied to Olympic1's topic in KSP1 Mod Development
Why no Russian? KSP 1.3 has Russian support. I can translate mods. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
ave369 replied to steedcrugeon's topic in KSP1 Mod Releases
Here it is. The chequy fuel tanks are from USI Sounding Rockets. It's entirely possible to replace them with stacks of Oscars, and it will even hold more fuel that way, but it is long and annoying to stack the little Oscars. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
ave369 replied to steedcrugeon's topic in KSP1 Mod Releases
Today I've designed a Size 0 asparagus style rocket using the REKT escape pod as its crew module. The engines for the asparagus booster stages are OTAV engines (see, they are useful for more than just OTAV), and the final stage engine is a Spark. The rocket looks very cute but performs well, it can get to Minmus. It's also dirt cheap. When I make my Minmus base, I think I'll replace the common pod with the landertron pod and use the pod as a lander to deliver kerbals down there. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
ave369 replied to steedcrugeon's topic in KSP1 Mod Releases
After some experimenting with this mod, I've found out that the pods can be used in another capacity: they are mighty fine Size 0 (.625 m) manned command pods, Now I can build a smaller, lighter manned rocket using the Size 0 parts! In addition to that, small decoupleable stacks of Oscars and Sparks can be added to the life pods in their intended functionality to increase their range and dV reserve. -
I NEVER omit the fuel anyway. So I don't lose anything significant by adding the puffs.
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I don't want them in the previous stage. I want them in the emergency stage. If I leave them in a previous stage, a slight miscalculation, and the ship is stranded, and I have to either launch a grappler ship with extra fuel to dock with it or use the cheat menu. If I do it my way, there's a chance to rescue the crewman. It's not called the "Get there amazingly fast drive". It's called the "Last chance drive". And when I, say, return from Minmus, a 95.2 m/s burn in the apoapsis can make all the difference between being stuck in orbit and lowering your periapsis enough to aerobrake. During interplanetary burns, 95 m/s also can make all the difference between flying by Kerbin and aerobraking when you use them in the beginning of the Hohmann transfer If I leave those 95.2 m/s in the main ship, any goddamn unplanned event can eat them up. And I'm not just talking about stuff like confusing prograde and retrograde because I'm too sleepy, or missing a key and pressing Z instead of Shift. Basic maneuver planning can go wrong as well. Miscalculating a suicide burn and having to do it twice - bye-bye some m/s. Seeing I've still got a lot of fuel in a tank and breaking orbit in the wrong direction because "I've got a nearly full tank, what can go wrong?" - bye-bye some m/s. When these m/s are in a special strongbox marked "Do not open unless you really need to", it's a whole another matter.
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First, if the dV of the stage with NERVs and rockomax fuel and all the jazz suffers merely by two or three m/s, and when I jettison all this stuff and leave only the command pod, the puffs, the parachute and the heatshield, I get 95.2 m/s of dV in the super-final stage, I win. Second, I think you misunderstand what the "emergency reserve of dV" means. It is not some extra dV that the ship would not otherwise have. It is dV that is not consumed during normal flight, and is only used when really needed. It is reserved for emergencies, and this is why it's called an emergency reserve. It isn't for fuel efficiency, it is for not being stranded. Even if I reduce the total dV, having a bit of dV the ship will not gobble until I tell it to is still a win. No, it's not like that. It's like having a scooter in the car on which I can ride if I run out of gas. The scooter has its own independent little gas tank, and if the car's tank runs dry, the scooter's won't.