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Everything posted by Shades
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Due to numerous complaints by one Jebediah Kerman, we are now forced to ask : Why can't we change the colours of ship parts? having come so far as a space agency (we only crashed 8 ships this week so far) the Kerman brothers feel that the explosions would look a lot better if the ship was painted hot-rod red with gold trims. The Science division assures me that such a thing might be possible, and they agree that the explosions would look better. Sincerely Houser Kerman Kerbal In Charge of Complaints Department P.S Kindly remind Val that liquid fuel is not suitable as "wake-up juice"
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Veteran players reminisce: What was your first Munar landing like?
Shades replied to Tex's topic in KSP1 Discussion
Bah, I remember landing on wings due to there being no landing gear, and god help you if you hit space by accident, nothing like having the perfect landing screwed as you watch your wings detach, which usually meant your rocket would fall over -
Had an irritating (if quite amusing) accident. Spent around a hour setting up a SSTMunO launcher and ion spaceplane combo (did you know - using the Structural pylon and M-Beam 200 I-Beam gives just enough clearance of the Delta wing so no clipping occurs) anyway, climbing up to a nice 180000 orbit when I impacted into a small satellite I made for a contract :/ the satellite wasn't even on the same inclination! ah well, serves as a reminder to me to check the map for passing satellites on the way up.
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personally? I hope its the ability to change the current colors of parts (which 1, is overdue. and 2, has/had a placeholder) also DECALS
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Ideas for the New Secret Feature in 0.25!
Shades replied to Lhathron the Elf's topic in KSP1 Discussion
... Is it possibly automated flight? kerbals controlling things? after all... why did maxmaps crash that plane? maybe just maybe, its kerbal training... after all, in theory, better players would still have bill, jeb and bob alive, whereas inexperienced players would kill them, blow them up or screw up launch staging... thus meaning good players would have to go out of their way to use "inexperienced" kerbals? -
I've been playing since v0.14, I am aware that this is a "one-off" thing and that the bug will be fixed (hence why I noted it was a "one-off feature"), I'm more used to building 12 stage ships that can land on both the mun and minmus and get back to kerbin with fuel to spare. and until it is fixed i shall build rockets as i see fit.
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may I suggest you try a SINGLE stage rocket? Para ASAS + Struts attached to V 3 man Com Pod Large Fuel + 4 wings Large engine Take off at only and i mean ONLY 1/4th Thrust and lower the thrust as you get higher and faster. Ive been able to land on minmus and get safely back with this (and that was after a accident where i nearly went into a kerbol escape) with a sliver of fuel left i must admit though landing it on minmus was actually easy... just get into minmus orbit (or just plain aim at it), slow retro until speed hits 0.4 - 0.1 m/s to do a straight down landing, slow (like a tiny tap on the thrust) descent to keep your speed within reasonable parameters (100 m/s) once you see the rocks of minmus get ready to give a little more juice to the engine to bring yourself to a gentle and steady touchdown. landing back on kerbin was harder, but i managed to land (the engine blew up on ground contact, but the rest of the ship touched down safely) and laughed at the fact i managed a single stage minmus and back trip. I highly recommend you watch this starting at 12 min mark to see the huge difference of 100% thrust vs 1/4th*Edit* jfx, i am aware of that, however, as it is currently in the game... I say its not a bug... it's a one off feature!
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So... if I'm right... (and I'm too tired to do the math right now) but the open space of... well space in KSP is actually about 14x larger then minecraft (only including a flatline, not up or down) the only reason KSP seems smaller is due to us using rockets to travel further and faster? urgh... just had a thought of how many 60 meter rockets it would take to reach the sun (if they were stacked in a line straight to the Sun) thats a lot... and i aint building them all to test it lol
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Geofby's final moments almost look... biblical?
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Just had a amusing run in with the kraken, added a new section to my standard craft (basically 4x 3 large fuels and the large rocket, with two more attached to those... see the attached pic) let her rip just to see how how it would work... it worked great with mechjeb. so going for broke i added an additional large fuel to each. left mechjeb off and just used ASAS for this straight up test, worked fine (if i ignored the lag) until just around 65000M when my ship decides to go end over end... at the rate of one spin every half second. Amazingly it didn't blow up, so i decoupled me large rockets, but that destroyed one of my smaller rockets and one of its fuel tanks, deciding that that was no big deal, i powered her up and.... span all over the place... killed the thrust and detached again only for the ship to go straight into another fast spin that whacked the newly detached pieces... big booms in space and I'm down 3 kerbals (again) seems that when mechjeb is used it counters the kraken quite nicely. was able to get all the way to a Mun orbit on my first stage
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Kerbin's Time Trial Rover Challenge
Shades replied to TinnedEpic's topic in KSP1 Challenges & Mission ideas
wouldn\'t be fun without it, however, i notice you haven\'t stopped in that pic i take it you rotated the fuel parts so they are mostly inside? i tried that, buut, i know im using a heavier rover, and mine goes air borne if i go over 137 m/s, so im curious as to how you are keeping yours on the ground -
Kerbin's Time Trial Rover Challenge
Shades replied to TinnedEpic's topic in KSP1 Challenges & Mission ideas
holy, first sub 5 min time! 4:54! 8) if i make Spikey any lighter it will go airborne... already have Plans for a Spikey Mk. 2, if it goes like i think, should hit 150 m/s and stay on the ground (just) -
Kerbin's Time Trial Rover Challenge
Shades replied to TinnedEpic's topic in KSP1 Challenges & Mission ideas
New time with Spikey : 5:33 I must confess, I\'m trying to find the balance needed to stay on the ground, while getting the most speed out of it, all the while maintaining control (that wont cause spikey to go boom) and all that without RCS lol at the moment im playing around with spikey and seeing what i can do to keep spikeys ability to just line up, push space and sit back (its a very user-friendly spikey mobile ) -
Kerbin's Time Trial Rover Challenge
Shades replied to TinnedEpic's topic in KSP1 Challenges & Mission ideas
nice, are you using the RCS to prevent yours from flying or for steering? im about to experiment with a dual rocket version of spikey, should be fun -
Kerbin's Time Trial Rover Challenge
Shades replied to TinnedEpic's topic in KSP1 Challenges & Mission ideas
psst... I got there first -
Kerbin's Time Trial Rover Challenge
Shades replied to TinnedEpic's topic in KSP1 Challenges & Mission ideas
Allow me to introduce, the amazing Non-flying* El Spikey! capable of traveling at a steady 110-113 m/s! Final Time : 6:38 (crashed into mountain, didnt deploy my paras) so a easy 6:50 to a full stop in front of them a simple point and let her rip! (can still steer at speed too 8) ) Please note, using 2x time warp WILL make Spikey Crash for those that wish to test : *New Record! : 5:54! screenshots 1-4 (screenshot 3 is Spikey rolling back down the hill after releasing -
or it could be a sign that your g card is suffering... have you done any overclocking (g card or CPU)? if so reduce the clock a little bit (a bad OC can cause some really screwy graphics issues)
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ever watched Thunderbirds? well as a youngster I did, so today i decided to re-enact a episode... 'Sun Probe' super short description : rocket on crash course to sun, TB goes to save, saves, gets stuck on course to sun, gets saved, the end. so off i am and now im orbiting the sun, gonna set up collision course now (Matvin, Jorsy and Elsel are all panicking already... its only day 54!, not even on course yet!) *edit* day 94, ran out of fuel, nowhere near to a crash course (and i think Jorsy ate Elsel) :/ will retry later *Second Edit* Now Bill Jeb and Bob are stuck with no fuel and missing the sun by 5000+ GM Anyone with a more powerful/efficent ship want to try and hit the sun? or tell me a good fuel setup?