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flightmaster

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Everything posted by flightmaster

  1. Haha good luck with getting graphics that good! But it'd be pretty amazing to do something similar
  2. I'd be interested to see how you manage to get a satellite to collide with your ship without blowing it completely to pieces... However you do it, keep us posted!
  3. Or, if you want a darker side, a holiday that goes wrong. Maybe their spacecraft gets hit by an orbiting satellite and they have to go through emergency measure to abandon ship (yes, kind of like Gravity, I know, but you could put your own spin on it)
  4. Mmm fair enough, that was really my only idea hehe. You could do the usual "jeb gets stuck on a planet and you have to sent a rescue craft in" but I think that's been done a few times already. Maybe you could make it from the perspective of a summer holiday throughout the Joolean system or something.
  5. Cool, thanks for the info. Hopefully we'll get a video from someone soon
  6. Roughly around 13km, depending on your ship. Have a look at these website to fine tune that. http://alterbaron.github.io/ksp_aerocalc/ http://forum.kerbalspaceprogram.com/threads/50164-Duna-Aerocapture-Analysis http://forum.kerbalspaceprogram.com/threads/21712-Aerocapture-experiences Yeah the LV-Ns are the nuclear ones, make sure you're not wasting too much DV on excess fuel tanks, sometimes this can be more detrimental than helpful. Well if you want to start from scratch, I'd suggest learning about asparagus staging, this, for me, has allowed me to get to most planets in the solar system. This website is useful for the basics: http://wiki.kerbalspaceprogram.com/wiki/Asparagus_staging There are also some...different... techniques out there like on this thread (http://forum.kerbalspaceprogram.com/threads/55380-Better-than-asparagus-staging) but they can sometimes be a load of crap or just not suitable for your needs. Edit: As for not using mods, it's very difficult to determine DV without them so it'll really just be trial and error. However, once you get a setup that works, it's a lot more rewarding and you can use it again while continuously fine tuning it.
  7. Mmm I've always wanted to be able to create cinematics but, on top of lacking the creativity side, I lack the movie editing ability/software haha. As for ideas, Nassault always seems to do videos about tragic missions, maybe you could recreate Apollo 13 (I know it wasn't tragic but that might be cool.) You could definitely attempt the free return trajectory from the Mun, allowing you a challenge in-game on top of making the movie itself.
  8. I've heard that too, could never find it. That's not to say it isn't there though. I use Engineer Redux as well as MJ. Can get messy at times trying to keep 2 GUI intensive add-ons under control but it saves my hide a few times. Maybe try creating a custom window and looking through all the variables you can add to it. The impact time might be in one of the surface or vessel tabs
  9. I'm not very good with science but is it because you've run the experiments before? E.g., if you run 3 experiments of the same thing, it'll give you less and less science each time. This prevents people constantly just running to the Mun and back for infinite science. Apart from that I'm not really sure mate
  10. Moar engines! But seriously, have a look at how much delta V you're getting out of your rocket and ensure it's more than enough to get to Duna. If it's not then you might need to look at your staging and/or the type of engines being used (try the LV-Ns for better efficiency). Are you aerobraking upon getting to Duna? Also, polar orbit cost more DV to achieve than regular ecliptic orbits. If you put some pictures up we might be able to help you more.
  11. And, how is it? Mind blowingly game-changing? Or just pretty cool? Or not-worth the investment?
  12. Very good summary of the process required. I especially support the third point, do a mock run through on Kerbin!
  13. Batteries don't need to be joined to anything, they just work no matter where they are on the ship. They'll give you an added amount of stored electricity (the amount depends on the number and type of battery) of which to use whenever the ship needs it. If you want to recharge these batteries you'll need either solar panels or a generator. Most engines will also charge the batteries. In order to determine how much battery power you have just either count the number of batteries and multiply that by how much each battery carries or just go to the launch pad and hover your mouse over the Resources tab. This'll show you how much energy storage you have in total as well as the charge/drain rates. Hope this helps!
  14. Yeah it's mental... That's what's running through my mind, whether it's going to be money well spent or if I'm just going to shelve it after 2 days.
  15. Well he said Alt+F2 works so it might not be the fn key. Maybe check your keybindings in-game?
  16. So I've seen one post relating the 3D mice being used for KSP and heard some good things about it, does anyone have any first hand experience they'd like to share? I'd also love to see a video of it in action, nothing professional, just a quick demo if anyone has the time!! I'm seriously considering getting one but I'm still not convinced. Although, I did just buy a new $3000 laptop to play KSP on so maybe a $140 mouse is the least of my concerns...
  17. I think it's right alt+F12 if memory serves me correctly or, if you ARE using right alt, try left alt
  18. Is it any good for normal day-to-day usage of your PC? Obviously I'd use it for KSP but can it be used as a regular mouse too?
  19. I always use asparagus staging for my launch sections, it's one of the more efficient ways of staging but can potentially be kind of boring. Since the subassemblies feature was implemented, I use the same launch stage for every ship, it's kind of clinical in a way. Perfect for me
  20. Haha yeah I do the same things. It takes so much longer as well due to the lower TWR
  21. I just name mine based on what they're doing. It's actually a really boring naming convention. So for example, Dres Science or Mun Base Module Core. Just makes it easier in the tracking station for me
  22. There are definitely some impressive numbers here, I wonder how many hours in total KSP has been played by its fan base, that'd be an interesting figure to compare to other games.
  23. I wish I could have logged how many hours I originally played, before the days of Steam. I've been playing since 0.16 and I used to play a LOT! As in, entire weekends would disappear in the flash of an exploding rocket. I just don't have the time anymore
  24. So I was looking at the number of hours I've played KSP on Steam and I've gotten it up to 40. Now I was fairly late to the Steam party and I know this number will be very VERY low compared to a lot of you more avid players out there so I was wondering, how many hours have you played KSP? For those that don't have the Steam version, maybe take a guess?
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