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AlternNocturn

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Everything posted by AlternNocturn

  1. I've recently begun building aerodynamic, aesthetically pleasing rockets, which is why I finally installed FAR after many months of being wary of it.
  2. Allow me to be that guy that goes way into detail. I like launches that are between medium and "bat out of hell." Too fast and I worry about drag. Too slow and I worry about gravity. Too average and it's not as fun. Additionally, I enjoy any launch with side-mounted boosters, liquid or otherwise. Even better are side-mounters with multiple engines. There's something about an excessive number of exhaust effects that makes me irrationally happy. Off topic: Ever wonder what would happen if we strapped S-IC stages to the sides of a fully built Saturn V stack? I wonder if it was possible to do that? How far would it take us?
  3. Yes, of course. Why wouldn't it deserve its reputation? Sure it's in early access, but it's literally still making fun, fresh, enjoyable gameplay opportunities for everyone that plays it, veteran or not. Not to mention it was 100% mod-friendly out-of-the-box so that you literally had to try to make the game stale.
  4. I like it, but I'm wondering if the Kerbal I'm controlling in IVA will swap to another seat, causing my view to change. That's the make-or-break deal for me.
  5. Okay, I think I've got most of the stuff figured out. Planet and its moons all work, except the game seems to be reading individual pixels in my heightmaps and making weird hills with them. Also, water is invisible (but it does work) and I can't stop the atmosphere from freaking out. Other than that, I got most of everything else under control. Good stuff here! Picture of my WIP planet Pylen (pictured: the moon Hue. Not pictured: the moon Ini).
  6. Okay I'm having a lot of unnecessary trouble with this mod. Now the atmosphere shader on my planet is too low and I can't see it from the surface. Also, I can't get oceans and lakes to work. They show up on the scaled space model but not on the actual surface. I can't find any help on this topic and it's starting to drive me crazy. EDIT: Is this rotation period in seconds? Minutes?
  7. Thanks, that worked, but now the atmosphere is too big for the planet lol. Is there any way I can scale that down too? EDIT: I guess I must have screwed something up because now Kerbin is sitting still in its orbit and the sun appears to be orbiting my planet. Is there any way for me to fix this or is the save file screwed?
  8. Getting an error and I can't figure out how to fix it. I feel like this could benefit from some really serious documentation because I am insanely lost. EDIT: found the problem. I added in something to the planet configs that I shouldn't have. It looked like it should have been added, but it ended up not being important at all. Again, documentation would be helpful and nice. EDIT2: got everything working and in game, but I can't figure out how to shrink my planet to the size I want. I uncommented the Radius parameters but all that did was break the planets and stop them form loading at all.
  9. That would explain why the shuttle goes screaming into the atmosphere during reentry on FAR. 5 km altitude and going at over 600 m/s is bit crazy.
  10. That what good designers do. Even if they don't like something, they do it anyway. Good game design hinges on that.
  11. This actually works very well with FAR. TOO well, in fact. I can actually get into a 200km circular orbit with the EFT and main engines. Also, during reentry, it maintains supersonic speeds under 10 km, and it requires liberal use of the airbrake. It's not game-breaking, in fact it's actually kind of fun. Looking forward to real support though.
  12. I can see a few places in the cargo bay where I can stick KAS parts. I appreciate the flat bottom of the bay, that's where I'll be sticking the cargo boxes. Good work here! Can't wait.
  13. Oh my gosh, I love this so much. It kinda resembles the TMA-1 pod from Porkjet's mod, which fits in with the stock 3-man pod. This fits with the 1-man pod, so consistency is maintained. My brain is happy.
  14. I've suggested Kerbits, Kerbols, Crumbs (or Krumbs), and Scrap. Leaning more towards C/Krumbs because someone else replied that they liked the idea of scrounging for science and "Krumbs." EDIT: How about "Sols?" The symbol could be a backwards '$' symbol. It'll be easily recognized as a currency.
  15. Could always just pretend it's only recently been captured in orbit around Kerbin and will only have a few (>5 years) years until it either crashes into Kerbin, crashes into Jool, or gets flung away into interplanetary space. Of course it won't actually do that, but I doubt anyone's saves are over 5 years long, so you can handwave it.
  16. This mod looks 10 times better with the Clouds and City Lights mod. Jool looks a lot better as a blue and green planet than just straight green or straight blue. And let's not forget the clouds on Kerbin and Laythe...
  17. Oh, wow. O_O This is perhaps the single best looking psuedo-original capsule I've seen in this game, hands down. Can't wait for the IVA.
  18. So I was playing the awesome KSP Multiplayer mod, and I decided to try building a Munbase. While I was coming up with cool base/lander designs, I tried out several different types of command pods to see which ones would suit my purposes. While looking through the stock selection of manned space pods, I noticed a lot of quirks with the pods that drive me up the wall and make my OCD flail around in fear. Since I love to use the Hitchhiker module whenever I can, that's usually where I run into problems with my designs. Ah, it's unbearable! So here we go. MK1-2 (3-man) pod: I knew something was wrong with this pod the day it came out in 0.16. The hatch is at a weird angle! I like to build very spacious CSM craft, so I often add that lovely, lovely hitchhiker module as a "living quarters" for my dudes during long-duration missions. Of course, when I want to transfer them to the pod for the long journey, I have to EVA them around to the habitation module's hatch. That, however, is not really that big of an issue. What IS the issue is when I want to use this as a 3-man landing pod. I have trouble placing the ladder where it needs to go. Ah! This pod bugs the crap out of me. Sorry C7. MK2 Lander-can: Ah, the Tuna Can! I remember being so excited for this pod when it was teased in 0.18. And when it came out, hot diggity! I found so many uses for it. Unfortuantely, a problem immediately presented itself: the pod isn't a perfect 2.5m cylinder. The base is 2.5m, yes, but then it tapers slightly inward and then goes straight up again, making it this odd diameter where, presumably due to the imitations of the collision mesh, stuff doesn't appear to stick directly to the surface of the pod. Still, it bugs me nevertheless. Also, it's really heavy. But it DOES line up with the Hitchhiker module, so props for that. Cupola: Clara, you're a genius. This pod is very attractive looking, the IVA rocks my pants off, AND it lines up with the hitchhiker module's hatch! What more could I want? Well, more capacity for Kerbals and less weight. I know why it's like this though, considering the real Cupola on the ISS isn't exactly a very good place for three people to sit down in surrounded by equipment. And IRL, glass is really heavy, and seeing as the Cupola has 7 windows (and not Windows 7), I'm not really surprised by the weight. Still, it bugs me nonetheless. Mk1 pod and Lander Can: I clumped these two together because I have the same issues with both of them, that being "pretty much none." Seriously, these pods are practically perfect. The hatch is in a convenient place, (for the hitchhiker, that is. Oh, also, ladders) they're lightweight, and their collision meshes are accurate enough for my tastes. The thing that bugs me about them is while they're perfect, they only hold one Kerbal. Still, if the other pods could be like these, I'd be ecstatic! Command Seat: This isn't a pod, but there is an issue with it nonetheless: I can't add any Kerbals directly to it, I have to EVA them from a pod and manually board them. At least, I think this is still an issue, unless 0.20 made it so I can add them to the pod through the crew menu. I forgot to check. Maybe this really doesn't count... I know there are several people already making command pod mods that fix all of my issues with these, but some of them aren't modular or stock-alike. I don't like relying on mods to fix my (very few!) issues with the game because I'll never know when the creator will abandon it, or whether an update will break it and I'll have to go and reinstall a compatible version. Ah, the wonders of indev games... Anyway, I'm off to build a mission to Eve. Bye!
  19. During the Chang'e3 landing the other day, I may have almost tweeted about how "China is landing a rover on the Mun."
  20. The Chang'e 3 lander is designed to cut the engine at about 4 meters above the surface and drop straight down. This is to avoid kicking up dust, which would get everywhere. (most of the lander's components are designed to be dustproof, but better safe than sorry!) EDIT: Huh, looks like the engine didn't cut out completely. I doubt the casters during the live launch would have lied about the engine cutting out though, perhaps that was fuel venting.
  21. I often find debris shooting out away from the Sun, and I'm never able to pinpoint which mission it came from. Maybe the Space Kraken stole the parts from my VAB.
  22. It's not even done yet, err'body just chill 'kay?
  23. If it is, then call me a dirty stinkin' cheater. It's fun and it makes the normally ugly rockets in this game look about 100x better.
  24. I think I understand what the OP was trying to say, and I agree with it. I had to move the solar panels back one node just to be able to build the one craft I needed to collect more data. I like to think of myself as a pretty decent Kerbal player and even that screwed me over. So, bad: certain node placements. Good: A potato can tweak the tech tree to fit its needs, that's how easy it is to do it. And that's what I did.
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