RedneckGaijin
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Casual gamer, writer, pro convention huckster
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I find the lack of ability to scroll up and down the rocket makes it impossible for me to build interplanetary-scale rockets AT ALL. I'm struggling to build stuff for Minmus and Mun because I can't see what I'm doing at the bottom of the rocket. Between this and the flight UI being all but illegible, I'm getting tired of the Not Invented Here attitude the KSP2 developers have taken with the KSP1 interface.
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On Minmus. After deploying the rover it ended up on its butt. Having Val push it caused a kraken event that sent it flying. When it landed it bounced and spun wildly. After waiting a minute for it to settle down, I used time warp (attempting the KSP1 time-warp-stops-rotation cheat). The rover vanished from the game entirely- not even an explosion. (Post- patch 1.)
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I've had to give up on two challenges now because, despite fuel crossfeed being turned OFF on my decouplers, lower stages are draining my upper stages rather than just running out of fuel. To make things even more annoying, I can't right-click on fuel tanks to check their level. Doing so just brings up the menu for the entire ship, which lists all the tanks among the other parts, but shows no DATA for the tanks even when I click on the specific parts in the list. Version 1.0.0.2somethingorother, BTW.
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A selection of my KSP gaming adventures...
RedneckGaijin replied to RedneckGaijin's topic in KSP1 Mission Reports
And my first posting of my current Career Mode run using a modded tech tree, with science, money and reputation rewards set to 50% and no quicksaves or reverts. -
A selection of my KSP gaming adventures...
RedneckGaijin replied to RedneckGaijin's topic in KSP1 Mission Reports
Return of the Formula K, as I try to replicate a certain other video... -
How to repair in orbit?
RedneckGaijin replied to Cilyan's topic in KSP1 Technical Support (PC, modded installs)
And my problem is, I got a repair mission to repair a part that ISN'T EVEN ON THE CRAFT, and I can only carry one thing (the repair kit) in addition to the MMU. -
I've been playing KSP, off and on, for quite some time (since 1.03 or thereabouts), but only in the past two years have I been documenting the semi-highlights on YouTube. For those who want to see all of it, here's a playlist of everything Kerbal I've posted there, beginning with my earliest (and clunkiest) KSP vid series: https://www.youtube.com/playlist?list=PLjK6u7OCkMCcWHT6JZ6bPOzJg2TPdT0C2 Here's a list of my favorites from the playlist: And here's the most recent, which is itself a sequel to the "KSC Rover Rally" video I did: Coming soon: my adventures in Super Hard Mode (1.12 Career Mode, CSI Tech Tree and cosmetic mods, 50% money/science/rep rewards, no quicksaves/reverts/kerbal respawns).
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[1.12.2] - CSI Tech Tree [0.5] -- USI Suite Updated
RedneckGaijin replied to Cruesoe's topic in KSP1 Mod Releases
Just to be clear: right now MKS is the only other tech mod currently supported, right? I've been playing this mod and was looking to fill out some of the empty nodes without restarting the career campaign. -
Understood. I replied to the first post in the thread with a link, tho.
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Or you could just restrict the ion engine's output. That's what I had to do to get an orbit.
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I used the fins because I didn't think the control flaps others of you used would work to steer the first stage to landing. I originally designed it for a ground touchdown, but I gave up on that when I figured out I couldn't spare enough delta-V in the first stage for a full abort back to the KSC after decoupling. (Incidentally, by using a Terrier on the second stage, I pretty much guaranteed that the thing wouldn't get into space after decoupling without manual control. Not enough TWR on a follow-prograde trajectory to get and stay in space before falling back to Kerbin. I could land the first stage or get the probe to orbit, but not both in the same launch, so I cheated a little for the video.)