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boomerdog2000

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Everything posted by boomerdog2000

  1. When you run an eeloo or jool mission that can last for years you don't want to constantly have to jump back and manage stations and satellites.
  2. The OP was talking about IVA view switching the control point which I agree doesn't make much sense and gets annoying sometimes.
  3. I think it makes sense. If you're a veteran of the game and want to skip the moon mission section you can jump forward straight to interplanetary mission while still having the challenge of career mode.
  4. Mechjeb itself also has an option that lets you change the conics mode. In the maneuver node editor window you can change the conics setting using the numbers at the bottom.
  5. Wouldn't hiding that make it impossible to change any chatterer settings?
  6. Yeah if you use mechjebs SAS and the roll number you put in isn't the roll according to the ship it will try and roll as soon as it takes off, which can be problematic to say the least during certain launches. I've found that with command pods placed normally in the VAB (no rotating) and active as the vessel "control from here" 90 degrees is generally the mechjeb roll setting you want to use.
  7. A good idea. I use mechjeb for helping with precision landings and isa mapsat for targeting. Another thought though. Did you think about attaching small landers to your scout probe? When you see a good spot you could detach one to send it down.
  8. Hooligan Labs already has a fairly interesting submarine mod with their airships now anyway.
  9. It still has to cycle through the lower tmewarp values. It just does it without checking for user input after each timewarp level.
  10. Perhaps engineers could increase engine efficiency slightly? Also my stupid kerbals are slated as tourists once I get efficient off-world colonies going.
  11. Not sure what you're doing but mine keeps track of the staging set up when I detach my launch vehicle from the main part.
  12. After you got the specific music ( orbiting the planet for the first time) would it be added to the normal music the game plays whenever? That way we wouldn't lose the track after hearing it for the first time.
  13. You sure about that? I've done many ISA scans of the mun and it has looked the same every time.
  14. I would assume when we can train kerbals to do different tasks we would choose who is what class. So you could train Jeb as the Pilot, Bob as the scientist, and Bill as the engineer or any other way around.
  15. Which is useful if you miss your launch window, or if you're trying to find out where the target should be in its orbit to get a successful rendezvous early.
  16. , for slow down . for speed up I didn't even think you could click the arrows.
  17. Or you could timewarp on the launch pad until you hit your desired launch window.
  18. Bio-Fuels mod http://kerbalspaceprogram.com/renewable-bio-fuel-modules/
  19. Plus if you have Kethane installed Ike is easy mining for an orbital refueling base.
  20. Don't think that's B9. I only saw them in KSPX. Not sure about Novapunch.
  21. Haven't you guys noticed that the game has to run back through all the lower multipliers as well? It doesn't just from 10X to 50X. It seems like an instant stop could break some of the physics
  22. Also since the launching, rendezvous, and docking are all a little different each time, I don't see how the computer exactly copying you would really work.
  23. Why should we constrain ourselves just to analogues of planets in our solar system. This is our chance to come up with something completely different.
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