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Everything posted by Kimera Industries
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The Sky is Not the Limit - UPDATE: NEW THREAD OUT!
Kimera Industries replied to TwoCalories's topic in KSP1 Mission Reports
"If yes, should I change the city names to original names, or keep them the same?" What part of this are we answering to?- 217 replies
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- career
- Waiting for the real KSP 2
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Really Really Really Tall Building
Kimera Industries replied to The Jedi Master's topic in Forum Games!
Floor 4524: A walking bacteriophage on the surface of Minmus. You don't know how it got there or what it does, but it looks like someone spent hours setting up Kal controllers so it could walk in any direction. -
Make a wish... and have it horribly corrupted!
Kimera Industries replied to vexx32's topic in Forum Games!
Granted, but you never need to. I wish I had a PC that could run KSP2 at max graphics at 120 fps. -
If you were the first person on mars, what would you say?
Kimera Industries replied to KleptoKat's topic in Forum Games!
"Hey, wait- why is the navball brown?" -
When you count in base five as an homage to Project Hail Mary.
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I watched Interstellar again today and I am getting huge vibes from this. If the kraken attacks it, you could say that the house is experiencing some gravitational anomalies... I built a two-satellite relay system. Since the settings are on hard mode, terrain and atmospheric occlusion are really harsh, and if I'm flying a probe it means my connection is unpredictable. The system sucks, but it was good practice to actually set up a really efficient two-sat system: one is in an eccentric equatorial orbit, the other in a polar eccentric orbit with the same orbital period, and while one is at periapsis the other is at apoapsis. It provides maximum coverage for minimum rocket, but I'd recommend a system with more satellites that are easier to set up.
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
P 4- 29,892 replies
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- going off the rails!
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USC 16 went swimmingly, with a biome hop on the Mun, so I figured I better do another mission. Long story short, USC 17 Riz-Cue became my first rescue mission to rescue one of my own crafts, USC 17. (This is just because this world has no quicksaves. Well, it does, but that's just insurance against a game-breaking bug, which I ended up using them for since the game was acting weird.) As usual, only the command pod survived, and I launched a copy of USC 17 but with no crew and a probe core. Crew is safe and sound back on Kerbin, and I am building a relay network now because I've been putting it off.
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
P -1- 29,892 replies
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
P -3- 29,892 replies
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USC 16 is our newest, bestest rocket to ever yet fly. Well, not quite. It uses the Apollo command pod, so I can hold all 3 kerbal job types, but I just use the SAS hub for SAS and pack it with whichever kerbals are inexperienced. On our first flight, I discovered a major flaw with its asparagus-staged boosters. If you do it properly, the booster's fuel lines all lead to the next one, until the last pair of boosters leads into the main tank. In a silly little mistake, I forgot this and they were all leading directly into the main tank. The reason it took me this long to detect it, (the same problems showed up in USC 15, which used the same core stage) is that the fuel priorities were still correctly set up for proper asparagus staging, so it looked like everything was going normally. However, the side boosters would be partially drained when they were supposed to be full. *inhales deeply* Anyway, what I learned from this is that my new rocket's setup wasn't flawed, it just needs new fuel lines. As for USC 15 itself, I tried a new trick to launch directly into Minmus' inclination. It worked great, except for the amount of time warping involved to get the target or anti-target node on the navball at the same time the rocket was at an ascending or descending node. And the fact that I forgot I was looking at target info and not my orbit info, so I had an apoapsis of 200km by accident. However, to offset my stupidity, I deploy a tactic known as "MOAR:" Much mOre thAn is Really needed. This strategy, which if a mission goes well leaves me with almost 2k dv to slow down for Kerbin reentry, also compensates for accidental staging, inefficient gravity turning, or bad maneuver execution in a save with no reverting or quicksaves. As you can imagine, after killing Jebediah in a highly avoidable accident, I've followed the principle of MOAR pretty well. *inhales deeply again*
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@OrdinaryKerman, you judge the previous two players before adding your own.
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
P -5- 29,892 replies
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Rock-paper-scissors-shoot, anything you want do to!
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
P -7- 29,892 replies
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When you played the SNES emulator on the Switch so much that you keep wanting to press non-existent bumper buttons and rewind time to do it better.
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The #1 reason that happens to my rockets is because the center of pressure is above the center of mass. Add some big fins on the bottom and it will be much, much more stable. If they prevent you from landing on Laythe right side up, then add some detachable fins on top with a larger surface area, so that on the descent you can point retrograde just fine, and on the ascent, you can ditch them and point prograde just fine.
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Really Really Really Tall Building
Kimera Industries replied to The Jedi Master's topic in Forum Games!
Floor 4520: Logarithmic functions. In the middle of it all is a math nerd who insists on writing 2 as log base 2 of 4. This allows him to nest the log within itself since it defines and contains the number 2 at the same time. -
If I understand correctly, (I don't have KSP2) there are stock parts that provide Starship-like cargo bays, including the hinging nosecone. I don't think KAC is in stock KSP2, as KSP2 has no robotics parts yet. The "grabber" arms are just immobile structural panels for show.
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
P -8 Maybe I should go neutralist too...- 29,892 replies
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
P -8- 29,892 replies
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Leave Nothing behind - Eve SSTS
Kimera Industries replied to Tony Swallow's topic in KSP1 Challenges & Mission ideas
Engine alternator could help out too for a bit. They're pretty powerful. -
The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
P -6- 29,892 replies
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
P -6- 29,892 replies
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
P -6- 29,892 replies
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