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Scarecrow71

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Everything posted by Scarecrow71

  1. Finished my Minmus landing near the monument, which completed that Mission. Oddly enough, Minmus' gravity is so weak that it allows for a lander to sit upright on extended solar panels. After, of course, sliding down the crater wall on 2 landing legs. Weird, but I'm not complaining. Much. Anyhow, I've got about 1/2 of Tier II unlocked, so I can work on getting to Duna. The lander from the Minmus mission had radial Mk16 parachutes (2) and radial drogue chutes (4)...and they all opened through normal staging. Perhaps this bug is now fixed? Either way, I'm going to get the keostationary orbit and fuel tank missions out of the way (another 335 science) so I can unlock one more node on the tree before heading to Duna.
  2. 3-12-9-3-11 EDIT: On a new page!
  3. I cannot believe how much I can click here!
  4. You missed the entire point of what I wrote. The point was brought up that the KSC from KSP1 was identical to the KSC from KSP2, and Bej stated that was wholly incorrect. I simply backed up that point by showing why they were different. I said absolutely nothing about hiring a whole team of developers to lay out the new KSC. I made no arguments about a major studio, dollars being spent, or real-world examples. If you are going to quote me and then respond, do so within the context of the actual post. Please.
  5. 6 weeks in and I'm right on schedule.
  6. @ColdJ is obviously cheating by changing a well-known saying.
  7. Squatch. Shortened form of Sassquatch. Notice the spelling; this is not the woodsy hairball you are all familiar with. No, instead of saying our cats are sassy, we called them sassquatch. Which got shortened to them simply being a squatch.
  8. Granted, but weekends are no longer a thing. You get nothing but weekdays. I wish for perpetual Saturdays.
  9. Holy massive amounts of clicking Batman!
  10. Guess you missed both Spicat and Aziz talking about timing right above my post where it was stated no Kerb this week, nothing next week, and probably not until the 23rd.
  11. So we get promised KERB every 2 weeks...but we aren't getting anything for a month? Back to the same old broken promises. Sigh.
  12. Gotta agree with this. Even though some of the same buildings exist (VAB, for example), none of them even remotely look the same, outside or in. Mission Control and R&D have both been completely revamped, and the SPH has been removed. Not sure how anyone can say the KSC in both games is the same.
  13. The first piece of advice I can give you is to be explicit with what the problem is, and then create a video that shows ONLY THE PROBLEM. 9 minutes of watching you move around the VAB with no real action doesn't tell us what's happening. Not to mention that you showed the launch pad twice for a total of 30 seconds. Fill us in on the point of the problem, and stick to that. Please. We can't help you if we don't know what is going on. With that said, my primary guess is that the tanks simply aren't connected to the central stack. Check connections, including any radial decouplers you are using.
  14. Continuing on with the latest campaign, all in an attempt to see if I can get to and from Duna without parachutes failing, I was able to complete the following missions in a singular launch: The Perfect Circle Lonely Satellite It's Eccentric Munar Signal Escaping Kerbin 2 of these require a probe core with antenna and solar panels, so I figured I'd send up a probe with enough dV to do them all. By the time I escaped Kerbin's SOI (the last thing I did), I had 167 m/s of dV remaining. Took far more fuel to land on the Mun in the right spot to get credit for the Mun Arch. I originally thought about dropping a rover on the surface and driving it there, but I didn't have the requisite wheels to do so. So I took my probe and landed on the Mun, having to do multiple in-flight-while-landing correction burns to get close enough Burned more fuel than I wanted to, and as I'm ascending into Munar orbit after the landing I thought I wouldn't have enough to do the SOI escape. Barely had enough. The bummer part is that I wasn't able to open a whole lot on Tier II. I've only got 4 nodes total open on Tier II (Medium Orbital Rockets, Medium Launchers, Enhanced Electronics, Atmospheric Science), and I opened 2 of them with the science gained from the last launch. I've got 193 science remaining at the moment, and I have 1 mission I can run right away (Wheelin' and Dealin') which will get me enough science to unlock either Expanded Construction or Precision Aerydynamics. With Atmospheric Science I can at least run that and get some points. My next launch will be to put a probe in orbit of Minmus, followed by a landing and, hopefully, the Minmus Monument. That there should get me enough science to attempt a Duna mission. That'd be...4 total launches since campaign start to get to Duna? EDIT: So, can't do Wheelin' and Dealin' because, apparently, airplane landing gear does not count as wheels. Even though they have wheels on them. Sigh.
  15. You're back after 2 years? Well, back to the void with you! Banned!
  16. Clicking! @AlamoVampire @ColdJ Come join the clicking party!
  17. Granted. Everyone gets to go to sleep, except for you. You get to stay awake and never get to sleep again. I wish @Ryaja could get some sleep.
  18. My thoughts on your post! I disagree. Alphabetically is the easiest way for the human mind to see and find things. However, a compromise might be to have the option to switch between the 2? Procedural fuel tanks have been talked about to death here. And the devs have indicated it won't happen. They need to make ladders seamless in transition from one to the next before this happens. 100% agree on fairings. 100% agree. To take this a step further, add a warning about blocked parts that are movable (landing gear, as an example). The fuel tank imbalance has been talked about a lot lately. One of the things the devs wanted to do was to make players have to think about design choices. I think that having a variety of different probe cores goes to that methodology. Again, this has to do with design considerations. I also think that, at some point in the future, specs on a lot of these parts are going to change (but I could be wrong). 100% agree. In KSP1, after some trial and error, you could identify which engines worked in which environment the best. A graph or other output to show this would be keen. Staging information right now is broken (specifically dV calculations). This needs to be fixed before balancing happens. See the above bullet point about staging. This has been asked about since the game dropped, and due to higher-priority bugs, you'll probably have to wait for a mod to do this. In fact, there is already a mod specifically for storing favorite colors: Maneuver nodes, and their current lack of complete usability, have been discussed to death. This includes things such as AP/PE markers. In fact, I'll just blanket your first 4 bullet points with this one due to this. We know the nodes are bad. But, there's a mod that can handle some of what you're asking for: No comment on this, although I know a lot of people like the suicide burn option. They need to fix the pop-ups that don't go away first. There is already an icon indicating you are going to crash. Does this not show up for you? This has been discussed to death since the game dropped, and I believe this is on the list of enhancements the devs want to add to the game. I gotta read up on the request for point-and-click navball. Another thing that's been discussed ad nauseum is the fonts. And the devs are working on this. This might fall under robotics, which the devs have stated won't be in the game prior to 1.0. Again, robotics. We may see some newer engines once we get to colonies. I know we'll see new stuff once we get interstellar. Robotics. Robotics. Now this is an idea I can get behind. I'm all for balloons, and even asked if we could get them for science (weather balloons). Another idea that I think has merit.
  19. At the request of Dakota (for the parachutes issue), I started a new campaign. Again. Proceeded to unlock the entirety of Tier I in 2 launches. Discovered you can complete the Going Green mission without actually having a Science Junior on-board. Tomorrow I'll see about completing the second tier, which should include another Mun landing and a Minmus landing (the monuments), as well as sending a probe out of Kerbin's SOI. I think I can do both the Mun monument and the escape trajectory in the same launch. We shall see.
  20. Reported Version: v0.2.1 (latest) | Mods: Micro-Engineer; Flight Plan; Maneuver Node Controller; MapView Focus and Targeting | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 3900 12 core | GPU: GeForce RTX 2060 Super | RAM: 32 GB Started new Explorer campaign today (at the request of @Dakota as it relates to the parachute issue). Sent Kerrie (yes, Kerrie) Kerman into orbit on the first flight, completing multiple missions. Landed in the ocean to complete the Bouyancy mission, then let go of the capsule to take a water sample and run a crew observation. Upon completing both of these (in that order), the Going Green missions was submittable. Steps to repeat: Start a new campaign Build a new craft Launch to orbit Submit all available missions (you will have to flip back and forth between the craft and Mission Control several times - first launch, leave the atmosphere, stable orbit) Return to the surface of Kerbin, landing in the water EVA, then let go of capsule using Space bar Take surface sample and crew observation, then get back into the capsule Recover vessel and go to Mission Control. Going Green mission is now submittable. No craft file available as I did not save the craft file prior to recovery. However, the only parts available at the time of build where the starting parts (under Starting Rocketry). Included Attachments: .ipsImage { width: 900px !important; }
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