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OrtwinS

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Posts posted by OrtwinS

  1. Jeb the Junker -> raw materials, welding, large work space, miscellaneous machinery and possibly engines.

    Bob the Frogman -> precision engineering, pressure hulls, breathing apparatus'

    Bill the [TBA] -> [TBA]

    Collect ALL the skill-sets :D.

    Glad you know your diving, and that use of diving bells still requires decompression.

    One tiny criticism, since deco takes longer the longer you are down, it would have been more logical if either Bob or his partner called up in stead of waiting for the guys at the surface to call down. Since there was nothing more to do, better go up and reduce the deco time.

    Also, we need a map.

    Where is Capitol city? Where is 'Grand Pennisula'? (Might you have misspelled 'peninsula'?)

    Where is Jeb's place in relation to those?

    Grab some paint and go wild:

    http://i.imgur.com/GXLlgpl.jpg

  2. The 'Untitled Space Craft', it was used to complete the first manned landing on Mun (with successful return).

    Its relevance is cherished by all of Kerbal-kind, its name is synonymous to bravery, ingenuity and progress.

    Its landed capsule is still on exhibition near KSC. I had to make a grabber-equipped rover/boat to get it there though. (the science of that mission was decoupler equipped and retrieved, I left the capsule floating until I could retrieve it manually)

  3. Yes. He is definitely going to either adapt, professionalize the KIS a bit or simply not go to Mun this time. ^^

    I hope all three, KIS could use a bit more discipline, James needs some valium, and I wouldn't be suprised if this process will delay his space flight.

    KSK, excellent.

    Beware, even though there is no such thing as too much world-building; it can drag down the story telling pace. Remember tWoT books 6-10? Don't worry, you're not anywhere near that swamp... yet.

    *grabs über-critic hat*

    I just hope you are going somewhere with those in-depth Kermon-Kerm interaction descriptions. I love them, but this particular episode doesn't seem to progress much in either of them.

    You spend near a dozen paragraphs on Joenie playing around and Geselle worrying about the weeds. This is NOT a bad thing per se! Beware of slipping and sidetracking so much that it drags away from the story you want to convey.

    Same goes for the 'space fan autograph' section and the first two blocks of text describing the work on the Whirligig.

    An even more specific example:

    The sun crept over the horizon painting the sky with streaks of watery scarlet. Jonton sensed the first faint warmth on his leaves and closed his eyes, letting his consciousness diffuse outwards, along his root fibres, through the soil, up through his many trunks.

    The sun rose above the tree line, lifting the Kerm out of the dawn shadows. Jonton drank in the light, tasting it, feeling sweetness build in his leaves and trickle down his branches.

    Your describing the same thing twice, which kills the flow.

    And again

    The kerbal was almost hidden behind a lashing screen of leaves, legs shaking and sweat pouring down its face. Slowly, the trembling legs stilled, the thrashing leaves steadying to a gentle flutter. The kerbal stared blankly across the room, blinking perspiration out of its eyes.

    The eyes began to twitch. The kerbal stiffened, limbs clenched, back arched against the Kerm trunk. Then it slumped, like a puppet with its strings cut.

    There is great power in being able to convey a complex mix of environment, emotion and direction in one or two paragraphs, or even a handful sentences. Which you have done often for over 19(!!!) months. I feel horrible for saying 'write less', that is not what I mean to say, I'm just not good enough with words to refine my criticism. Sorry 'bout that.

    PS

    Try this http://www.writing-world.com/fiction/description.shtml, I do believe the author of this article takes a too stern stance on descriptive texts. Balance is key, the second point is IMO the primairy: Make description an active part of the story.

  4. -snip- disable all the crapware installed by the manufacturer that you can. KSP will run a lot better when all of the unnecessary services and aids that start up with the computer -snip-

    This.

    I have the 2nd gen version of your CPU (you have 4th gen, which is faster and more efficient), I can run KSP on medium settings with 20-something mods, same screen resolution (I run windowed within a 1080 screen though).

    Please note, RAM is very important to KSP

    Please note, RAM is important, my system has 6 GB, wich is plenty for OS + KSP + crap. You seem to be a bit short on memory so follow SRV Ron's advice and remove/disable everything that isn't absolutely necessary.

  5. Damn lazy kerbals.

    Installing a new SCANsat senor array on a nearly finished Moho probe would cause me to miss my launch window.

    KCT.PNG?dl=0

    PS, not a complaint, I love the mod.

    PPS, it doesn't play nice with procedural fairings though. Editing a vessel with fairings costs a great deal of progress even without editing, probably because PF recalculates (and reapplies?) the fairings... (wich KCT picks up as a change)

  6. 1) Install Kerbal Engineer, it'll provide you with per stage dv information

    2) Keep this map close by: http://www.kingtiger.co.uk/kingtiger/wordpress/wp-content/uploads/2014/02/KerbinDeltaVMap.png

    just add up the numbers for your chosen location. From low Kerbin orbit to low Duna orbit you need about 1430 m/s dv for example. It is NOT exact, but it is a good indication (I suggest adding 50% extra dv, for reassurance)

    3) Use something like Kerbal Alarm Clock or Protractor to figure out when to launch to Duna, I recommend KAC because it'll also allow you to add alarms at SOI changes and such, so you don't accidentally miss you injection burn :).

    3) Build unmanned probe missions first. Nobody in his right mind drops manned missions on the first go. We send robots.

    4) Quicksave, use it, love it. There is no shame in it. Alt+F5 even allows you to name them and Alt+F9 allows you to load a specific save.

  7. This has a significantly darker tone than most fanfics. Bad economics, educated kerbals who still can't get a decent job and have to work in mines to make a living, desperate souls risking all in an attempt to just 'get away' from their current misery. This creates an abundance of possibilities.

    I like it.

    Novel spin on the Kerman name too.

    I'll stick.

  8. Have we been visited by Kerbals?

    A mysterious substance is killing hundreds of birds along the eastern shore of San Francisco Bay.

    Scientists have factored out petroleum, fish and vegetable oil as the culprit, but the makeup of the mystery goo remains anyone's guess, reports CBS News correspondent John Blackstone.

    They know it's not the usual suspect, an oil spill, but it's as dangerous.

    http://www.cbsnews.com/news/mystery-goo-in-california-killing-hundreds-of-birds/

    'Enjoy'

  9. I don't know how many hours I clocked pre-steam, and last year Steam decided to reset ALL my game timers...

    I don't even know how much I paid for it, it was a week before we got multi-vessel persistance :D.

    I remember my first rendevous and 'docking' (clamping on a small side-attacked fuel tank with those primitive landing legs). It was extremely wobbly, time accel not recommended.

  10. Hi pontus_p, welcome!

    Since no-one has suggested it already: use Kerbal Alarm Clock for 'warp-to' functionality, it adds little fast-forward buttons in the map view at crucial orbit points such as Ap, Pe, An, Dn, and SOI-changes, click it and it auto-warps at best speed.

    It returns to 1x a few minutes before the actual point, to allow for manual fine tuning and/or manoeuvre node execution.

    KAC: Kerbal Alarm Clock

    For the orbital direction, try hovering your cursor over the Pe-Ap nodes, and look at the time.

    For interplanetary SOI intersect direction, look at where it says '[planet]-escape', that is the exit point.

    PS, forum tip: click the little star on the bottom left of someone's post whenever you find that particular post useful.

  11. I find 1-star pilots quite useful for powered landing. Point 'm retrogate, and focus on the throttle, no need to worry about decent-translation pitch. (Just DON'T accidentally ascent... :P)

    Aim at node is useful too, Kerbals are more precise than I am :D, allowing me to execute manoeuvres faster.

    EVA should also be give some XP.

    It can be used to differentiate between jobs!

    Take surface sample for Scientists

    Repair EVA for Engineers (can be done in space)

    Plant flag for Pilots (because that is what they do...?)

    Since we don't want to have to break something on purpose for the Engineer to get his XP I propose to introduction of a third EVA action, maybe something like 'construct parabolic mirror' (like they did with one of the Apollo's), or some other actual useful task.

  12. If there's a need for 0.25's in the XP system, the whole lot needs multiplying by four...

    This.

    And ofcourse there should be additional perks for 4- and 5-star Kerbals, though I can imagine those are reserved for not-yet-finished features, or perhaps for modders (5-star pilot = mechjeb-like abilities, for example)

  13. There are two ways to create mystery goo.

    The centuries old traditional way, which involves a deceased Kerbal, a ritual fermenting coffin and some holy spores.

    And the speedier modern industrialized process, which uses a Kerbal who didn't read the fine print of his contract, a large blender and some artificial flavour additives.

    Of course educated Kerbals can tell the difference between the 'real deal' and the cheap substitute product by smell.

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