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Vanamonde

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Everything posted by Vanamonde

  1. I don't believe this is the tech tree's final form, but as constructive criticism, I do think it's too short. Progress is hard at first, but after you've researched a few scientific devices, you can start cranking out points by sending one-way, automated probes with several instruments aboard. So at first it was a step at a time, but later I was buying half a dozen techs off of a single mission.
  2. The seismic meter only measures the ship's acceleration in space, but generates science points once landed, and the thermometer must be in "space near X" (low orbit) to generate science. The gravity meter, goo, and science bays generate points anywhere, though of course the amount varies. But the really limited one is the barometer, which still insists it is in space and will not generate science until you're down into the middle range on the HUD altimeter.
  3. Because KSC at the equator runs at centigrade's room temperature. Either it *is* centigrade, or an improbable coincidence. Besides, Kerbals also use meters, liters, and (presumably metric) tons. Then again, they write in English but speak in backwards Spanish.
  4. I also believe 1000km is where the changeover from "high above the sun" switches to "space near the sun."
  5. Toomuchbrew and jduchock, it was kind of you to want to help, but it seems you didn't notice the date on the original post. (How did you even FIND this?)
  6. The thermometer is not fully working yet. You can't take readings (as science points) if you are very far from a world, and the temperatures are arbitrary and don't reflect the actual environment. Unless, that is, it really is just under 15 centigrade this close to the sun:
  7. You'll need to post 5 times before the system allows you full access for things like signatures.
  8. But you will need to post 3 more times (up to the requirement of 5) before the forum gives you permission to post pics and do some other things.
  9. I know, right? Why, it's almost as if the game is even finished yet!
  10. This happens with every update. There's always a wave of hate because it didn't resolve every possible problem. Soon enough the impatient players move on to the latest mindless shoot-'em-up which the big companies have copy-pasted from their previous big releases, and the rest of us go back to enjoying KSP. How you know everything is alright is that we keep getting terrific expansions to the game. That's the only message I want from the developers. I'd prefer they spent their time working on the game rather than telling me they're working on the game.
  11. Build a rocket small enough to float down on chutes, so that it doesn't need decouplers. During the flight, right-click on the capsule to record a "crew report" that generates science points. You can do this several times during the flight if you also have an antenna to send the reports so that they're not just stored on the ship. After the ship lands, "recover" it. Then go to the new R&D building and see how many points this earned you, and spend the points on new part inventions. There are other things you do as well, but this will get you started.
  12. I was worried that career mode would be tedious: having to earn back parts I was already used to using. Instead, it's a whole new game that I love. We have the same environment and rules, but very different design imperatives. There's a reason to use the smaller parts again. And I appreciate the little touch of giving us green goo for our biological experimental subjects, because Kerbals are too kind-hearted to risk animals.
  13. Vanamonde

    Howdy!

    Don't sweat it. Kerbals are more interested in getting there than in getting back.
  14. The game feels incomplete and has some bugs because it IS incomplete and not yet de-bugged. But it just keeps getting better as development progresses.
  15. Automatics are boring. One hand is underutilized and one foot is entirely wasted. Besides, with a manual you can change gears just before you need it, instead of waiting for the automation to get around to it after you need it. This helps for things like passing. On the other hand, a manual can be miserable in stop-and-go traffic.
  16. Currently, satellites perform no active functions. That will change as science missions and communications are implemented as the game is developed. It is very possible and quite fun to assemble structures in space using docking rings to connect the parts. There's a whole thread for space station pictures in the "spacecraft exchange" section of the forum: http://forum.kerbalspaceprogram.com/threads/22251-Showcase-SPACE-STATIONS!-Post-your-pictures-here It's possible to reach all the planets and moons, with varying degrees of difficulty, though it's not possible to get back from all of them. In sandbox mode, all parts are available immediately and nothing needs to be unlocked or researched.
  17. I have two sandbox saves running. One represents the simulations the kerbals are running on their computers at KSC, so I can use cheats to simplify testing, and it doesn't matter if the pilots die. Once a design has had the kinks worked out of it, I copy it over to the "real world" of the other save, where I don't use cheats and kerbal lives are sacred.
  18. In other news, a spokesman today said that development of the new crewed Eve surface return vehicle "has not met all of its performance targets yet."
  19. Approaching it from the other side, you could shave a lot of weight off of that lander, and when the payload gets smaller, every stage below it goes farther. As an example, this is what I use for Duna surface excursions.
  20. if you're having trouble reaching orbit, here's a walkthrough and an example ship you can download to fly it with: http://forum.kerbalspaceprogram.com/threads/25008-How-to-reach-orbit-and-a-rocket-that-can-do-it-a-walkthrough-for-newbies-(v21-1)
  21. Thanks! I would like to make more tutorials, but I have to have the ideas clear in my head before I can write them out, and that's harder than it sounds. I tried writing a docking tutorial, for example, but it was turning into a mess because I had more exceptions than rules. What kind of checklists are you talking about? Flying or constructing?
  22. Parachutes won't destroy an assemblage if you 1) distribute their attachment points so the shock isn't concentrated, 2) mix drogues with regular chutes so that they don't all open at once, 3) open the chutes in sets with action groups, or 4) some combination of the preceeding.
  23. Gilly can be difficult for a learning pilot to reach, though. It's a small target and in an orbit that is both inclined and elliptical. Despite its larger size (making landing and takeoff slightly harder), Ike is much easier to reach. In fact, it's kind of hard NOT to get an Ike encounter when you're passing through Duna's SOI.
  24. #2. An engine that isn't burning is dead weight, holding the other engines back. It's not always possible to have them all burning right from launch, but that's an ideal to aim for. #4. Joysticks are much better for controlling aircraft (where gross and sustained input may be needed), but I find them clumsy to use with spacecraft (where discrete and precise control is needed).
  25. It looks like you didn't yet have 5 submitted posts when you tried your avatar change, but since you're over that limit now, it should work.
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