

Ferrit
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Everything posted by Ferrit
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And the same to you Javster. We are all in this together, devs, modders, fans new and old, and (usually) act that way
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As a self imposed thing all my Kerballed craft will have a LES or ejection system, everything possible is done to preserve crew life. Once TAC Life Support is more complete I'll be adding that to my standard mods (FAR and DRE are essentials for me). Been in two minds about RemoteTech for a while, the added realism would be welcome but not sure my planning up to scratch for it.
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The LES on my craft gets dumped at about 10km, more than enough time if a disaster happens after that to stage through to the 'chutes and land safely. As others have said setting up staging so that only one or two of the Seperatrons fire when disposing of the LES is a wise move too.
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Technically the first landing was less a landing and more a crash (too much horizontal velocity plus unexpected mountain equals bad day) which resulted in everyone being dead, but the second lander (same design, better piloting) made it there and back with no trouble. I can't honestly say that Mün landing has become routine, each is filled with a sense of accomplishment and often wonder. There have not been any serious accidents since that first disaster and only one rescue mission. Hopefully the first Kerballed landing on a extra-Kerbin-ial planet will go just as well!
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[1.1]Hullcam VDS - mod adopted by linuxgamer
Ferrit replied to Albert VDS's topic in KSP1 Mod Releases
I've been using the Infernal Robotics mods to give a camera full rotational control and it works really well. Being able to add extra viewpoints to a craft is a really nice addition, this mod is now a frequent feature of satellites and Search And Rescue aircraft (note to self: learn how to re-enter on target). -
Procedural Fairings cover pretty much everything possible with fairings I've removed all other fairings from my parts list! http://forum.kerbalspaceprogram.com/showthread.php/39512-0-21-Procedural-Fairings-2-4-1-interstage-adapter-added
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Question: How do i group Lander Legs...
Ferrit replied to QuantumX's topic in KSP1 Gameplay Questions and Tutorials
Or also remove those three legs from the landing gear key group -
Killing your Kerbals: does it make you feel bad?
Ferrit replied to Boris_T_Roach's topic in KSP1 Discussion
I'm the same Boris, I'll take precautions, add abort systems and docking ports to prevent mistakes turning in to disasters. Every Kerballed craft is first tested under probe control (though Jeb keeps trying to sneak in to the capsule on the launch pad, seriously the guy just keeps creeping in) and though this all adds weight and even extra power consumption, it does make every landing a success to celebrate. Of course I'm also using Deadly Re-Entry and FAR (and will be adding the TAC life support mod when it's a little further along) so the extra precautions are vital! -
Works fine for me and has been a common feature of many of my 0.21 satellites and probes
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I think it has to be that first sunrise on the first time orbiting, back in the days before time acceleration, before the Mün, before it was even safe to land on the dark side of Kerbin. Ah, wish had a screen shot form back then! But as has been said, this game just throws up so many moments when suddenly think how amazing this simulated world is and by extension, how amazing the real world space program is.
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Minor threadjack: for the record the Merlin was used on the Avro Lancaster and numerous other aircraft, fighters, bombers and pretty much everything else. Heck, the non-supercharged version as used in tanks! Would love to have that throaty roar in KSP. Heck of an engine I shall now return you to your regular KSP broadcast.
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They blame any changes on concussion from the last rocket launch failure explosion. When the dizziness dies down everything's different!
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Do you retract station solar panels before docking?
Ferrit replied to Oddible's topic in KSP1 Discussion
Due to poor design choices on my first major space station the solar panels were danger close to the docking ports. There was just enough room to fit a vehicle between the them (and did so with a very carefully balanced vehicle) but most of the time the risk of unwanted translation when rotating or vice versa was too great and I cowardly/sensibly retracted the panels. When the various mods are updated for .21.1 the next station will be much better thought out -
Heck Orion Nuclear Pulse is an old idea. Mad too but still old. My guess for what it's worth (i.e. not much) is that there will be several styles of parts, different tech levels for different eras of space technology and with B9's parts at the high end of that spectrum.
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I'd like to see an improvement in the aerodynamics, something in the vein of FAR (which has become a must have for me) and Deadly Re-Entry (ditto). These however are in many ways more polishing than the implantation of Career mode (i.e. the main game outside of sandbox mode) which I'd expect/guess is Squad's next priority. Whatever they do however I'm certain it will be awesome as always
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With the overhaul both systems have had their behaviour has changed. If I've got it right ASAS will now keep your heading steady, avoids the wobble it used to (.20 and older) 'enjoy', and doesn't have to be turned off to change heading. Very nice SAS now seems to be a reaction wheel system to help change directions. So if your station is large both systems in .21 would be beneficial. Remember that they will take electricity so load up on batteries and solar panels!
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Check Alex's update in the KSP Weekly: http://forum.kerbalspaceprogram.com/content.php/200-KSP-Weekly-July-23-2013 'Stuff' is being done, no need to worry
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I'd expect the ones near KSC would be, shall we say, in a rather distressed condition and maybe still burning. Those further away would (maybe) have a mixture fo styles. I do kind of like Frederf's idea of 1960's picket fences etc, with a mixture of more strange architecture and civic buildings reminiscent of the new VAB and SPH.
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Part generator Version 2.X release / open beta
Ferrit replied to Lando's topic in KSP1 Tools and Applications
Sorry if it's been mentioned but my thread searching-fu is letting me down. Has the falling through/not colliding with the ground issue been identified? It's one of the very few things that could make this very handy utility closer to perfect -
It's done when it's done, no sooner, no later. Squad do not give release times or dates except for 'it's out!' so sit back, enjoy .20 and wait patiently for .21
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I enjoy KSP very much as is but love seeing the development continue and mods become less and less useful/required. This game has so much to offer and though development can seem slow it really is coming on very, very nicely, far exceeding the majority of mainstream developers. So if the unthinkable happened and KSP was no longer developed I'd feel I had more than got my money's worth. In fact when can afford it I want to throw some more money in Squad's direction!
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If it's in orbit, it stays in orbit. Usually try to have discarded stages at least in a decaying orbit but errors happen. For that I've got a simple probe-based space tugs that can tow junk in to a decaying orbit and burn up with it. For stuff that either survives re-entry (Deadly Re-Entry and FAR used) or just crashed before getting much altitude (space plane experiments mostly) I delete them from the Tracking Station, representing the Kerbals tidying up. Previously used the Lazer mod to vaporise 'litter' around the KSC but it doesn't seem to play nice with the other mods I use (quite a few) so tracking station it is. I'm not even happy about crashing stuff on other planets/moons. Seem to have this 'must keep everything pristine' thing going on, even avoiding nuclear engines for landing (though fine for travelling) under the assumption that it'll screw with scientific readings and the like.
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Both, different jobs have different tools. With the save breaking coming up in 0.21 it gives a chance to try out new strategies; ideally I want to use space planes (SSTO if I can manage it with FAR, Deadly Re-Entry and life support) for LKO stuff: station re-supply, satellite launches and recovery etc. Hopefully it will be one or two reconfigurable standard designs. Rockets get used for heavy lifting and long range stuff, trips to other planets and the like. A Mün shot will be rocket based though if I'm going for an assemble it in orbit approach then some part and crew may be lifted with space planes. And to confuse the border a little more a trip to a planet with atmosphere might see a rocket launched space plane. Atmospheric planes are going to be used for recovery of crew and probes in the (likely) event I miss landing them close to the KSC. Re-fuelling spaceplanes might even be on the cards if I want to fly them home.
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I'm thinking of using the save breaking as an chance to start a space program with various major mods (FA, Deadly Re-Entry, maybe a life support one) included from the beginning instead of adding them as I go along. I've already got plans for a very gradual start, much like the early days of flight and space travel here on Earth, so this is more an opportunity than disaster.