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DannySwish

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Everything posted by DannySwish

  1. It's been a long time since anybody's played this; maybe a fresh start would be a good idea. Is the OP still around to authorize this?
  2. My first successful docking was when I rescued Jeb from a polar suborbital Moho trajectory (the lander didn't have enough fuel to get back into orbit) in which I had to burn with main engines only and rendezvous with the rapidly falling ship. I somehow managed to dock after fumbling around to get there, and transferred the fuel from the rescue ship into Jeb's lander. The intention was that the rescue ship would be able to haul the whole thing back, but I barely had enough fuel to give the lander to stop it from smashing into the surface. Kind of a miraculous first successful docking.
  3. You definitely need at least 4GB of RAM, though I'd say that is what's necessary for a computer at all You can download the demo to find out how it'll run before paying.
  4. Oh, I thought you were saying that you're a lesbian playing KSP XD I think you mean "Ike."
  5. You'd be amazed what you can do with very small ships. I'm still learning that lesson. I agree with trying to achieve orbit with one of the stock ships at first (I'm not sure if they're available in Career mode, just go to Sandbox if you have to). Check out Scott Manley tutorials. I believe I learned mostly through trial and error, then realized how I could do better through videos like his. You'll be amazed at how easy it is once you give it some practice. Here's my little tutorial: Using a stock ship (Kerbal X should do I guess) so we know that the ship itself is capable of orbit, launch full-thrust straight up until you reach 10,000 meters. Then, turn the ship to the right and point it somewhere between the top of the NavBall and the horizon on the NavBall (where the blue part meets the orange part). Blue means you're pointed up, orange means down. What you're doing here is what's called a gravity turn. Keep an eye on what stages are finishing their fuel and jettison them. Keep an eye on how high your apoapsis rises in the Map view, and cut thrust wherever you are once it gets somewhere about 70km (you can instantly cut all thrust by hitting X). That is where the atmosphere ends. Contrary to popular n00b belief, you do NOT need to burn waaaay out there. Low orbits are far better for pretty much everything, as they have benefits that may go over your head for now, so don't worry about that too much for now. Once you reach your apoapsis (or maybe just a little bit before), begin burning right on the horizon line. Your prograde vector (the green circle with three prongs) should be sitting there, indicating what direction you're moving in. Try to keep the heading perfectly at 90º if you want a nice equatorial orbit. What you're doing here is called the circularization burn. You burn until you hit at least 70km on your periapsis. Congrats, you've made orbit! Don't worry about trying a few times to get there.
  6. Someone get on this and make a mod, stat!
  7. So I've managed to place Jebediah directly beside the northern Mohole on Moho. Unfortunately, his ship didn't end up having enough fuel to take him back to Kerbin (or even get into orbit, for that matter). To solve this, I've sent a rescue probe (which may or may not also not have enough to get back >_>) to dock with Jeb's craft. Here's the problem: I don't know how I should set my attitude to meet the rescue ship. The poles are weird and what looks like burning North ends up flipping around and being a seemingly arbitrary direction. I'm having a hard time aligning it with the rescue ship's (also polar) orbit. It's just occurred to me that a polar orbit isn't like an equatorial orbit in the sense that there can be only ONE place where an equatorial orbit lies (directly over the equator), but a polar orbit is simply an orbit that passes over both poles. There's no "equator" that I can align myself with, so while both ships could be in what's called a polar orbit, they'll end up coming in at different directions over the pole. How can I get around this? It really doesn't help that the lander only has enough fuel to get about 1/16th of the way into an orbit. I'll have to slow down the rescue probe and quickly dock before speeding back into a stable orbit again. This will be very difficult, and it doesn't help that I'm terrible at docking two ships anyway. Halp? Edit: Figured it out. I can select the rescue ship as a target and simply burn along that vector to get in the same orbit. Thanks, me!
  8. My Jeb is currently stuck on Moho, right beside the Northern Mohole. I'll try to rescue him... eventually...
  9. I think it could be cool. I tend to buy expensive things for little purpose anyway, so I'm open to it.
  10. Hey, so I've tried to turn the Mün 0.21 truecolorcomposite.tif found on your download link into a wallpaper (as I've done successfully with several of the other bodies you've mapped) but the program I'm using keeps crashing upon trying to open it. I'm suspicious that it has to do with biome data being intermingled with it, and suspect the same crash would happen if I tried with Kerbin's map. Is there anything I (or you) could do? Really love what you've done here, by the way.
  11. Thanks for all the work you've done! Wish I knew about this thread sooner.
  12. Looks fun to try to land on. Anyway, I recently took a stop at the south pole, and it wasn't jaggy like this at all (not the part I landed at, anyway). I wasn't that near the pole, but pretty close. It was nice, actually. Weirdly smooth, like some sort of lava flow had happened. Made for a nice sample.
  13. The single capsule can definitely hold more than one sample. I don't know how many, but you can store at least two different surface samples. Duplicates are deleted. Same goes for EVA reports.
  14. you can bind the toggle for opening/closing the doors in the Action Groups. It's weird that there isn't a clickable option for that on the module itself in-flight.
  15. I don't think people would be inclined to spam one reading over and over again if the experiments allowed saving more than one result in one form or another. If I want to gather all of the science from the science bay part on one mission, I either sacrifice 80% of the science, or put something like 6 science bays on the same rocket, and perform the experiment in a different place with each. This doesn't seem right to me at all. I think that the experiments you perform with this and the Goo canister should give the option of saving the data, or preserving the experiment done last to return to Kerbin. Saving the data would give you partial credit, and closing the bay/canister to preserve results of the latest of those experiments would make more realistic sense. This is essentially doing what transmitting does without having to transmit, just having a log on the pod when you return. The thermometer can only save one reading at a time, and does not transmit for 100% science. How does that make any sense at all? Temperature is the most standard reading you could get; it doesn't matter if you transmit "-12.013" or return with "-12.013." It's the same value. Nothing is to be gained by returning over transmitting with that part. And why can't it hold more than one value? Do I have to place twenty of them on my ship so I don't have to do twenty different launches to get all my data? Kerbals, please stop being so lazy and write down more than one thermostat reading.
  16. Doesn't sound so great to me either. This is a game that deals a lot with long timespans (and the timings are important too), so it's not something that would benefit much from something like this.
  17. It would make more sense if you were able to log the data gathered for each canister at whatever marked down percentage you'd get if you were to transmit it, if you so chose to. (This would make sense if you were to only have one canister with you, but wanted to log some of the data it gathered along the way from multiple exposures since you can only bring it back in a single state for analyzation.) It'd also make sense to have a "seal canister" button above the "Reset Canister" button if you wanted to take one specific result back for full Science, because I was under the impression that pressing reset meant simply closing the lid, not erasing the data. If you want to preserve the goo in a specific state, the canister should close, not stay wide open like it is now. (There is an option to close the lid with Action Groups, but not by right clicking it mid-flight.) This is just some logic that should be considered, because it is important. While you do have the option to transmit crew reports for full Science, realistically, you should be able to keep multiple reports at once, unless Kerbals really are too lazy to write more than one down.
  18. I had a few goo canisters on a ship, and I used all three at the same time to gather data along the way (from launch, to space, to re-entry, to landing at the north pole) and the only science I was awarded for at the end was the very last experiment I conducted with them, which was on the surface at the north pole. I don't understand. Realistically, you would log all experiments. Am I missing something? Or is it one experiment per canister? (I have the same problem with discarding EVA and Pod reports if you want to record another, it just doesn't really make sense to me.)
  19. I want to see improved maneuver nodes. Seriously, those things are a pain in the butt to adjust precisely and from a long distance away in the Map view, not to mention their quirkiness with how they unclick themselves and sometimes delete themselves. There's the issue with burning itself; the nodes expect instant velocity change (this is why your burns never exactly line up with the node). I'd love to see a node that calculates when to start a burn based on how much thrust your ship has. At the very least, nodes that don't kill themselves.
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