kknight13
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Everything posted by kknight13
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What happened when you first landed on the Mun?
kknight13 replied to rhj91's topic in KSP1 Discussion
The engine was too low so my ship was supported by landing legs while my engine rolled away, then exploded for good measure. -
Have we heard any word on how the technologies would be unlocked?
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KSB for Android? Unity§d now offers free Android/IOS tools
kknight13 replied to eos666's topic in KSP1 Discussion
I'm pretty sure the devs have said that the calculations KSP needs to run limits it to the computer. If the new generation consoles don't have the power than I doubt any phone is going to cope. -
This pretty much sums up what I assume happens http://www.kerbalcomics.com/2013/02/11/episode-20-eagerness/
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At what altitude are you measuring from, I had an 82.1 G thrill dive which had me at about 4km/s somewhere around 10 km up
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How to make KSp not deafen me every time it starts?
kknight13 replied to SalmonellaDingDong's topic in KSP1 Discussion
If you go into the settings you can adjust the volume for default, just make sure to hit apply. However watch out for crashes, even on 1% vehicle volume if I'm wearing headphones the explosion sound is way too loud -
Back in my day there was no fancy "Steam" way to get KSP
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I'm still laughing everytime I see a thread asking for docking.
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You know what this game really needs...........
kknight13 replied to michaelphoenix22's topic in KSP1 Discussion
I once had a re-entry that got 82.1G's(my current personnel best). There was no problem for the Kerbals whatsoever. In all fairness I think a Kerbal (why doesn't the forum recognise Kerbal as a word yet?) death meter would detract from the game. The Kerbal system seems too light-hearted and relaxed to add something as morbid as a death meter. -
If you load up KSP you have the option of multiple save files (each with the Kerbal system). Im not sure if that's true for the demo. If you create a new save file you can use the mod parts away from your vanilla version. unfortunately creating another saved file doesn't prevent mod parts being available to the vanilla game. If you really want to you could copy your ksp file and have two versions of the game, one vanilla and one for mods, lots of people seem to have this set up.
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[Tutorial] Interplanetary guide!
kknight13 replied to IWantSumCrusha's topic in KSP1 Gameplay Questions and Tutorials
an explanation with just the vanilla version would be quite nice. i'll have to give the mod a try later though -
i watch because he has at least some idea what he is doing. I have half the skill he does if even that. I have to say that he inspired me to get to minmus, and his approach was much better than mine, i missed and had to just burn like crazy to get there .
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What do you think about new nuclear engine?
kknight13 replied to Pawelk198604's topic in KSP1 Discussion
i think the point of it is that when in space it has a high specific impulse (something to do with thrust). when in deep space it has a low fuel consumption and still produces good results as far as movement goes. it does have a less then impressive result in atmosphere but i think it's meant for space. -
i would also like to point out the glory of landing gear in the paid version. The ability to land on the mun is a great accomplishment
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i think it will look better once the controls are implemented, it looks rather stark
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i just hope that there would be some degree of "sandbox" still around. i eagerly await a campaign but the ability to blow up 20 rockets and not hesitate a second is great
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I do that in ksp and i don't double check my rocket math, what happened?
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Re-create the Curiosity Mission!
kknight13 replied to Eumaeus's topic in KSP1 Challenges & Mission ideas
really exciting if they are already getting landers onto the new planets, i really like how he did skycrane -
Re-create the Curiosity Mission!
kknight13 replied to Eumaeus's topic in KSP1 Challenges & Mission ideas
rubberbands, paperclips and prayer -
in the video the rocket crashed because the decoupler was blown while the bottom stage was still firing, the top stage began to slow and the still firing detached stage hit it like a, well a rocket.
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do you have a picture of what it looks like. A video would also be good. that doesn\'t sound capable of getting back to kerbin. Side question I haven\'t seen the original Kerbal brothers in a while, did i finally kill them or do they come back?
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it\'s good i am learning this now, i can\'t wait to walk on the mun. the current plan is to begin selecting more intresting landing sites so the crew have a shorter walk to intresting landmarks.
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i tried using the main rockets to reduce lateral motion, it was effective up until the last few metres where i found that i was moving slowly enough that the rcs thrusters were enough to cancel out lateral motion. I only had to have 1 retry to get the rocket down to the mun and this time i lost no landing legs
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I have a rocket enroute to see if it makes sense and helps, thanks
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i use the main engines to burn in direction opposite to travel but just as i get within a few metres of surface the horizontal componnent becomes extremley large. probably in proportion to speed i am travelling down. it is to extremley late (the rocket clips the surface) to turn rocket to burn in new reverse direction and doing a quick jump for extra adjustment time just adds more horizontal motion. I have no problem keeping horizontal motion low for most of trip but the last bit of distance is where it becomes difficult. returning to ksp isn\'t an issue, most of the time i use the engine to escape the mun and then just use the rcs thrusters to get myself back to kerbin