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Promii

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Everything posted by Promii

  1. Episode 4 - In which Halnie manages to complete the parachute test from the previous episode and goes on to become the first Kerbal to reach space and orbit the planet Kerbin. Crafts used in this episode:
  2. The F-key will switch between global and local translation, which is what I think you are referring to.
  3. I nominate Sebbi Legba / Learning by Gaming's Kerbal Space Program on Wings series for the Up-and-Coming category. He's at 442 subs as of this post.
  4. Episode 3 - In which Jeb sets a new altitude record and performs a temperature survey of Bobrod's Periphery using an experimental aircraft design and Halnie takes her first sub-orbital rocket flights while testing parachutes in unfavorable conditions. Crafts used in this episode:
  5. Hello everyone, and welcome to the Kerbal Commonwealth Space Agency. The Kerbal Commonwealth is a global union of the nations of Kerbin, formed for the purpose of fostering cooperation between nations and undertaking big projects, such as the exploration of space, on behalf of all Kerbal-kind. In this series I will be playing through a custom tech tree I have created myself (prior to 1.0, I was using the Tech Manager mod for this). I am also playing with FAR, DRE, Dang-It and TAC-LS for additional challenge. Below, you will see that I have many parts mods listed, but almost all of these are partial installs. In some cases, I'm only using a single part that I wanted from a particular mod. Hopefully, despite all the mods, the game will still have a stock-ish feel. Here is the current roster for our space program: And here is the first episode, where we survey the region around the KSC using the aircraft shown below. Craft used in this episode: Mod List (as of Episode 21): Adjustable Landing Gear Antenna Range Astronomer's Visual Pack Atomic Age Camera Tools Chatterer Coherent Contracts Collision FX Contract Configurator Contact Pack: Field Research Contract Pack: Tourism Plus Custom Barn Kit Dang It! Deadly Re-Entry Distant Object Enhancement Dmagic Orbital Science Docking Sounds Dynamic Texture Loader Engine Lighting Environmental Visual Enhancements Ferram Aerospace Research Field Scientist Pack Firespitter Habitat Pack Infernal Robotics Improved Chase Camera Kerbal Alarm Clock Kerbal Aircraft Expansion Kerbal Attachment System Kerbal Inventory System Kerbal Engineer Redux KerbCam Kronal Vessel Viewer KSPX Landing Height Minimum Ambient Lighting Mk2 Essentials Module Manager Nav Ball Docking Alignment Indicator Near Future Technologies Orbital Survey Plus Pilot Assistance Planet Shine Procedural Fairings Quick Hide Raster Prop Monitor RCS Sounds RealChute RealPlume Retro Future Planes RLA Stockalike SCANsat Scatterer Science Alert SmokeScreen Spacetux Unmanned Contact Pack Stage Recovery Stock Bug Fix Modules Surface Experiment Pack Surface Lights Texture Replacer TAC Life Support Taurus HCV Transfer Window Planner Tweakable Everything Universal Storage Waypoint Manager Wider Contracts App Wheel Sounds [x] Science! ----------------------------------------------------------------------------------------------------------------- Episode 2 - In which Bob and Bill survey the space center grounds in a science runabout and we fail to satisfy an unwritten requirement of the World's First Record Keeping Society. Crafts used in this episode:
  6. I mentioned on my Valentina contest submission that I was planning on posting an updated version here, since the submission itself was somewhat unfinished. Took me a little while to find the motivation to finish it but here it is:
  7. There was supposed to be more of the lander visible but I ran out of time and had to crop it down (power outage last night didn't help matters). I'll probably post the bigger version in the Fan Works section when it finished. Still, I'm happy with how this version turned out.
  8. I wanted to make Bill a scientist since that's always how I have thought of him, but the save file doesn't seem to refer to the pilot/engineer/scientist specializations anywhere that I can edit. Does anyone know how these are assigned and if they can be modified?
  9. Ion engines cannot even lift their own weight on Kerbin, so you are not getting into orbit with them no matter the payload.
  10. They are nuclear powered. You may be thinking of the misconception that the exhaust is radioactive, which it is not.
  11. I was never able to find a very precise answer to how the Courage and Stupidity stats and the Badass flag affect Kerbals' moods so I did some testing with an edited save file and here's what I discovered: Courage: This stat determines how long a Kerbal will remain frightened after something goes wrong (i.e. something attached to their vessel explodes). A Kerbal with maximum courage will still become scared, but only for a moment. This is true whether the Kerbal is a Badass or not. Stupidity: This stat determines how oblivious a Kerbal is to potential danger and also how amazed a Kerbal will be by the universe. All non-Badass Kerbals are made nervous by launches, but the stupider ones don't seem to notice the launch is happening. All Kerbals, Badass or not, will have bigger grins while in space if they are stupid. Badass: This toggle switches Kerbals between fearing and enjoying potentially dangerous situations such as launches. It overrides the first effect the the stupidity stat above but not the second. Also Badass Kerbals can still be cowards when things go wrong if their courage is low. Also during testing this happened:
  12. Hi Sebbi, I just want to say that I'm quite enjoying this series. Your quiet, enthusiastic narration style is exactly what I look for in Let's Plays.
  13. The average TWR should be 2. Since it grows as your fuel is consumed it should start out <2 fully fueled.
  14. I'll post craft files for the Cetus Mk. II when it's ready. It's already pretty well balanced but I haven't had a chance to test how its asymmetry plays with the newfangled SAS. The launch vehicle certainly wasn't happy when I was toying with it last night after installing 0.21.
  15. Voted resources and aerodynamics. My goal when playing is typically to industrialize the Kerbol system and it would be nice to be able to do that without a mod. One thing I would have voted for that wasn't on the list is more scientific equipment and activities like sample collection, drills, lasers, scanners, mappers. A sample return mission could integrate well with a career mode as well.
  16. About 3 orange tanks worth on the Sustainer. Though my transfer and aerobrake were both kind of terrible. The Cetus Mk.II for 0.21 is going to feature optional drop tanks for deep space missions. They'll either attach to the back on either side of the engines or to the side docking ports. The burn for Jool is already up past 30min, though. Good thing it takes 3x phys-warp pretty well.
  17. I wish I had seen this thread earlier. I'm going to update these ships for 0.21 and make a video of them but thought I should show what I built in 0.20. Introducing the Proteus Industrial Cooperative's Cetus-Class Modular Transport/Tanker: Pure fuel tanker configuration is 308 parts and the one with the habitation/medical module is 327. Each is a bit less than that in fact but when I checked they both had small landers docked to the aft between the engines. The Proteus Industrial Cooperative is a worker-owned corporation specializing in heavy manufacturing and industrial research. The cooperative has elected to remain officially neutral in the conflict between the Spiritwolf and Hanland corporations, although the majority's sympathies lie with Spiritwolf. Proteus has dispatched two Cetus-Class vessels to the Jool system. The PIC Sustainer will provide propellant resupply (for a price), while the PIC Panacea will offer medical services and other kerbalitarian aid.
  18. Everything in this game is "for because" until they add a career mode. What's the point of a space station? What's the point of a Mun rover? Building things and getting them to where you want them to be is the point.
  19. IIRC by default, everything with a probe body starts as 'Probe' and anything with a capsule/cockpit starts as "Ship". All the other designations are user defined when right-clicking to rename. Edit: I seem to recall lander cans starting off as "Lander" as well.
  20. Happens in 3D programs too. Can be annoying: (Z and Y are almost locked here)
  21. KSP "Liquid Fuel" seems closer to RP-1 (Kerosene) than Hydrogen.
  22. "Spontaneous Disassembly" and "Abundance of Boosters" (Attempting to channel Ian M. Banks and/or Alastair Reynolds)
  23. Energia was launched once without the Buran attached. Look up Energia Polyus. Problem with using the shuttle launcher without the shuttle is that, unlike Buran, the engines on the shuttle are a key component of the stack. Essentially what the upcoming SLS is, is the combining of the shuttle engines and the large tank to make a more conventional rocket.
  24. I did consider it, but basically I wanted them all to be wearing the same suit and went with orange.
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