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Anybody know of some mods (that are likely to be updated for 1.4 within the next month or two if they haven't been updated yet) that do these things? 1. A mod for organising the list of vehicles in the VAB and SPH 2. A mod that only allows Kerbals to internally transfer to a different part of a ship if they are adjacent to it and the part has crew capacity (I hope you know what I mean) 3. A mod that allows for more customisation of action groups.
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Poll: Are you buying the "Making History" DLC?
[insert_name_here] replied to Yakuzi's topic in KSP1 Discussion
I'll almost definitely buy the expansion within a month after it's released. The mission builder sounds awesome. Although I don't really care about recreating historic missions with the new parts, the parts will definitely allow for new and varied ship designs. -
[insert_name_here] changed their profile photo
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landing on the mun
[insert_name_here] replied to Tom kerbin's topic in KSP1 Challenges & Mission ideas
Landing a Kerbal on the Mun (and returning) is definitely a challenge for new KSP players, but you get the hang of it quickly after your first landing. Landing a Kerbal on Duna, though... I haven't done that yet and I'm pretty sure the rocket I've designed for it is way too over-engineered. It's definitely a lot more difficult than landing on the Mun, though. -
Maybe you should make a mining ship that can take asteroids and bring them back to the station so you can refuel your tanks.
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What planet/moon is the space station orbiting? I assume Kerbin but it could be something different.
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Inline stayputnik?
[insert_name_here] replied to Spudmeist3r's topic in KSP1 Suggestions & Development Discussion
The Probodobodyne inline probe cores aren't that hard to research, and they're all better than the Stayputnik. -
Then crash the asteroid into the KSC.
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save and load to solve a contract
[insert_name_here] replied to Spricigo's topic in KSP1 Gameplay Questions and Tutorials
I had a contract where I had to test a decoupler in orbit of the Mun. Sounds easy, right? Several missions later, everything I tried failed to complete the contract. Reloading the save didn't work either. Eventually I used the developer cheats to complete the contract. -
The Horrifying Implications of the Kerbin Crater
[insert_name_here] replied to Ace in Space's topic in KSP1 Discussion
Perhaps such a huge impact is the reason why there are so many asteroids near Kerbin? -
Post your Kerbal country names here!
[insert_name_here] replied to gutza1's topic in KSP1 Discussion
It is true - I am the leader of Kerbria! -
I think some lights are going on somewhere
[insert_name_here] replied to Starchaser's topic in KSP1 Discussion
It's a mod. -
I think some lights are going on somewhere
[insert_name_here] replied to Starchaser's topic in KSP1 Discussion
I mean, nearly 25,000 funds for a Minmus mission is pretty good considering my Mun/Minmus lander costs over 50,000 funds, and somehow a different rocket I designed to carry what is basically a slightly heavier payload than the lander into Munar/Minmus orbit costs twice as much (100,000 funds)... -
SSTO Tylo No Refueling Or Docking
[insert_name_here] replied to DAL59's topic in KSP1 Challenges & Mission ideas
Couldn't you have engines with extremely high TWR that aren't solid-fuelled (eg. Vector engines) to get you to Kerbin and Tylo orbit from their surfaces, with a Nerv stage for all the operations from LKO to Tylo orbit and back, and toggle the engines when you need them? Of course to cut down on weight even more you could just use ion engines instead of Nervs, you'll just need to prepare for some REALLY long burns. By using ion engines almost all of the weight of the SSTO will be only for the Kerbin surface to orbit and Tylo surface to orbit.