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Everything posted by Whirligig Girl
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You know you're a noob in KSP when...
Whirligig Girl replied to Science-Recon's topic in KSP1 Discussion
I had some kids I was teaching play simple rockets, SO MANY OF THEM PLACE ENGINES BELOW ENGINES BELOW ENGINES and thought it would work. Of course, SimpleRockets isn't KSP, but i have a feeling they'd do the same in KSP. -
Painting the map!
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
^ Again this. I may do this every time I link this thread from another Dev thread. Also, I'm rewriting a bit of it. The war against necroes is kind of confusing. In some cases, it makes sense to reboot a thread if it is a good idea, or if you don't want to have to re-write a new thread [/meta] -
I'm just hoping that multiplayer would allow for multiple players to help run a single mission. Co-Op EVAs from the same ship, landers deployed from the mothership controlled by a different player.
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In real life, there are things that take time to do not because of processing time, but because it inherently takes time to do. I propose a magnetometer boom instrument that measures the magnetic field around Kerbin as you pass through the radiation belts, as well as a one-shot experiment. This would require the ability to get into an orbit that moves up and falls back down. To unlock all data for this experiment, you must go on an orbit that goes as high as the SOI will reach, and falls back down to the near edge of the atmosphere. There would be diminishing returns as you find that the radiation belts have a pattern that is predictable, but you still have science just by confirming the hypothesis that the pattern continues. Also, growth experiments of plants in space or bacteria cultures in different conditions. 'The argument against this is that "If you have time limits and you give the player the keys to the TARDIS, what's the point?" The thing is that it would force progression into orbiting stations rather than quick flybys. If you want to observe how plants grow in the radiation of Low Sun Orbit, you have to keep a station there, meaning a roughly circular orbit, making it a bigger challenge than a low periapsis and a not-low apoapsis. Of course, to keep the player from just making a probe that magically does all the work, the ship should require a manned Science Lab for these station experiments to work. Another thing that takes time to do and it's okay that it does would be Painting The Map. Of course, to keep it from being tedious, these things would have to be done while 1: Time Accelerating, and 2: switched to other vessels. Found this from the June 3rd Devnotes discussion Relevant here, same idea I'm going for, even with different implementation idea.
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NASA's 2015 budget INCREASED! Up $250 MILLION from this year!
Whirligig Girl replied to Deathsoul097's topic in The Lounge
Super excited about this. -
I kind of don't like that Coriolis is green. I would have preferred a blue color. Jool is green. Anyway, these pictures are great, and similar to my own skill I think, except I don't bother coloring in my pictures or space background.
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there are 4 problems with this: 1: I don't know how much science was needed to... 2: unlock node that I'm not sure which I had/ 3: I don't know the orbital parameters of any ships I had in orbit 4: It's overlooking the broader problem. This has happened to me in the past many times, but now it's happened in Career mode, and I realize how serious this bug is.
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So I was setting up a laythe mission, and I had unlocked most of the tech tree. Tedious landings on the Mun, Minmus, and collecting as much science as I could there. So my Laythe Splasher crashed, and I quickloaded. I was suddenly back in Kerbin orbit, with only basicRocketry and Start parts. Oh no. This was my first orbital mission. I had lost ALL of the science, tech, and parts that I had unlocked over several weeks of playing. I tried quickloading again, but to no avail. I realized all of my stuff was truly gone. I literally broke down in tears and cried. THIS IS VITAL AND MUST BE INCLUDED IN AN UPDATE VERY SOON. Delete the default quicksave as soon as that craft is recovered or a new launch is attempted. This will prevent this horrible deletion of almost 100 hours work.
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What do you get when you cross a pig with a dog? An only partially legal american-chinese meal.
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The fault in our pants.
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Apollo 21: What if we kept going to the Moon? OLD
Whirligig Girl replied to Whirligig Girl's topic in KSP Fan Works
Crap I forgot about this story! I might continue it when I get home from work. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Whirligig Girl replied to Porkjet's topic in KSP1 Mod Development
The idea is to make KSO interchangable with other things. -
[1.3] Starshine Industries: Extendable Nozzle
Whirligig Girl replied to ganinian's topic in KSP1 Mod Releases
Is Stockalike still alive? -
[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
Whirligig Girl replied to Kerb-fu's topic in KSP1 Mod Releases
I wish there was more metalic items in this pack. -
We're talking about rocket parts, not C7 aerospace parts. C7 parts are crap, and Chad admits this. The Rockomax, LV-T, and Probodobodyne, etc parts all look great. A good art style that fits the game.
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Dragon-V2 (duna landing added)
Whirligig Girl replied to Tortoise's topic in KSP1 The Spacecraft Exchange
Needs to be moved to spacecraft exchange. -
[1.1.x] Space Shuttle Engines (2016-07-03)
Whirligig Girl replied to sarbian's topic in KSP1 Mod Releases
Can you make an SSME that perfectly matches the KS-25 engine from the Kerbodyne 4x cluster? -
What is it? The Purple stuff, I mean.
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"The satellite must be a single object; for example, a cloud of un-connected co-orbiting particles does not count." In other words, no exploding.