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[insert_name_here]

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  1. 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.

  2. 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.

  3. 7 hours ago, Zeiss Ikon said:

    One question -- when did stock get a central monopropellant engine?  I just opened the one I have on this computer (1.2.2) and don't see anything like that.  The only monoprop engine I have that answers throttle (instead of RCS controls) is the Puff.  I do have 1.3.0 on my laptop, but it's a little precarious trying to use it at my desk (limited space) -- and I don't recall any added engines in that version.

    It's a mod.

    17 hours ago, Rocket In My Pocket said:

    You are using a monoprop engine added by a mod so it kind of makes the point moot.

     

  4. 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)...

  5. 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.

  6. 1 hour ago, Jarin said:

    I'm joining the vote for "upload the save to dropbox and make a challenge". Judge by distance/time with categories for single vehicle, no-parts-destroyed, and anything-goes.

    If this is going to become a challenge, maybe someone could cheat some more asteroids onto Kerbin's surface roughly the same distance away. That way we could have "size classes" (class A, B, C, D and E all worth different points for returning)

  7. 1 hour ago, Jas0n said:

    Personally I would like there to be some kind of a narrative that ties the anomalies together. Maybe as a modded contract "quest line"? 

     

    Definitely.

     

    3 hours ago, Jeb, The Lonely Kerbonaut said:

    6-Easter eggs in general: The easter eggs could be in every planet and moon, and could exists a purpose to visit they, like a contract to explore the easter eggs when they are only a anomally in the Kerbnet, or a reward for discovering they, like when you discover the Island Airfield.

    I think anomaly exploring contracts are a great idea. If you've found an anomaly but haven't explored it yet, you have a chance of getting a contract that asks you to explore it.

     

    "We've noticed that you have found a strange object at this point. We would like to find out more and would pay you to send a craft to investigate."

  8. 1 hour ago, Geschosskopf said:

    Did you know that a nose-down Mk 1 pod is a perfect fit for the bottom of the Mohole?  With no way to open the hatch?

    Now I'd like to see you engineer a craft with a claw on the bottom that descends into the Mohole, grabs the pod and comes back out. That would be awesome.

  9. My Jeb right now? In an inclined orbit around the Mun. He's been there for around 100 days, I've yet to rescue him. He was orbiting the Mun when I made my first successful Mun landing and return, still in orbit when I did my first Minmus landing, and will probably still be stuck there when I make my first voyage to Duna. He's going to have a lot of catching up to do once he gets back.

     

    I did try to rescue him once, but I forgot the fact that my relative speed was 500 m/s at the intercept. I think all Jeb saw was a flash of spaceship whizzing past him, while he was unable to do anything about it. So close, yet so far away from rescue... He probably has PTSD by now. :P

  10. I've only got 65 hours in KSP but I plan to add a lot more hours to that :D. So far I've landed kerbonauts on both the Mun and Minmus in career mode. I've tried (and failed miserably) to land unmanned vehicles on the Mun, but with a communications system that currently consists of one crappy relay satellite in LKO, it's quite hard*. Once I set up a proper communications system which will set the foundations for unmanned missions to the Mun, Minmus and beyond, and then send a couple probes to land on Kerbin's moons, I plan to visit Duna next (maybe Ike first since the lack of atmosphere makes it easier to land on and take off from). After the Duna system, I'll probably do Gilly because its gravity is a joke, so landings will be easy, and because it's in close proximity to Kerbin.

    In sandbox mode I've done the Mun and Minmus of course, and also landed a rover on Ike (but I used HyperEdit to get it into a low orbit of Duna). I also played around a bit in Duna's orbit in sandbox mode.

     

    Apart from that, I haven't made it to any other celestial bodies in career or sandbox. I want to visit them in career mode first because I think that sandbox kind of eliminates the experience of getting to these bodies for the first time.

     

    *I know that I could just land on a spot that faces Kerbin, but even then it's hard for me.

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