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boomerdog2000
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Everything posted by boomerdog2000
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Disaster in space - all hands lost (lots of pics).
boomerdog2000 replied to Krupski's topic in KSP Fan Works
Always double check the computer results. It appears the game was controlling the ship from the lander so all the navball indicators were backwards, which messed up mechjeb. It was burning prograde from its point of view. -
Missions earning money in career
boomerdog2000 replied to Crusher8000's topic in KSP1 Suggestions & Development Discussion
This discussion is in progress a few threads down. http://forum.kerbalspaceprogram.com/threads/56453-Money-in-Career-Mode-Contracts-Office -
So.. I guess there's no chance of rescue
boomerdog2000 replied to technion's topic in KSP1 Gameplay Questions and Tutorials
I think he was more referring to how he got on that trajectory in the first place. -
Save the Cockpit !
boomerdog2000 replied to MaximilianPs's topic in KSP1 Suggestions & Development Discussion
Try launching through the launchpad and not the VAB. I believe crew assignment shows right up. -
Orbital station - terrible performance
boomerdog2000 replied to Bluntie's topic in KSP1 Gameplay Questions and Tutorials
I'm fairly certain it was only if the lights were on, but I haven't verified that either. I can definitely confirm the 160 km performance boost though. -
One thing I'm concerned about with time based funding is, since there's no construction time for rockets in ksp, many things can be launched and built very quickly. I managed to assemble a 5 piece station in Kerbin orbit and launch the first piece of my interplanetary ship in the course of less than a kerbal day. This makes me worry that most yearly/time based budgets would just be using it up in a few missions then time-warping until your next cash injection.
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stay in flight when not player controled
boomerdog2000 replied to knoss's topic in KSP1 Suggestions & Development Discussion
With the current system I don't believe this is possible. This would require the physics system to have the craft loaded and running at all times, to keep track of aerodynamics and fuel level, which is not something you generally want to do since it would cause all other flights to lag. -
So.. I guess there's no chance of rescue
boomerdog2000 replied to technion's topic in KSP1 Gameplay Questions and Tutorials
Slow down with infinite RCS fuel and a rock on the keyboard maybe? -
What docking ports do the components have? Clampotron Sr.s would be the most stable but you can generally get away with normal clampotrons as long as you don't accelerate too fast. Also how did the ships explode completely? That sounds fairly difficult to do.
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Longer runway?
boomerdog2000 replied to Daniiren's topic in KSP1 Suggestions & Development Discussion
You guys can actually hit the runway? Just kidding, the current runway seems fine to me(when I can hit it). Landed many a B9 spaceplane on it/near it. -
I guess that's what I'm concerned about. What defines a healthy, running space program? I think some of us feel it is being able to do things others ask of us. While others feel it is having their own successful missions. Both options are true success-wise, I'm just not sure how we could get the game to recognize the second option.
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Asteroid Missions
boomerdog2000 replied to jamarquis's topic in KSP1 Suggestions & Development Discussion
While asteroids would be cool, they are on the what not to suggest list. -
I'm not sure if that's the issue. I believe it lies with the game not liking to undock pieces that would count as debris, so they need to have a core of some sort.
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Firing excess crew members?
boomerdog2000 replied to Daishi's topic in KSP1 Gameplay Questions and Tutorials
Could always just send them up in a station. -
Venus-like planet ideas
boomerdog2000 replied to kiwiak's topic in KSP1 Suggestions & Development Discussion
Far too pretty? The gravity and atmosphere are crushing, it's probably boiling hot and for all we now the oceans could be acid. The only difference is it's purple. -
I guess I misunderstood your original general missions idea. Would you be able to repeat them and what might they entail? From my understanding you were talking about getting rewards for achieving things like orbiting or flying by other planets. Which seems limited because we can run out of planets to orbit or land on.
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Ah ok, I wasn't planning on starting a new game and was instead thinking about supporting what I like to do in sandbox ( build interplanetary bases, stations, whatnot) with career mode missions to make my program feel more meaningful. I guess our end-game goals are different. I like building up as much as I can and building a massive program.
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Career mode improvement- Missions
boomerdog2000 replied to cake4me's topic in KSP1 Suggestions & Development Discussion
This discussion is already in progress here: http://forum.kerbalspaceprogram.com/threads/56453-Money-in-Career-Mode-Contracts-Office -
Super Science Machine! (Or so I think)
boomerdog2000 replied to egnio98's topic in KSP1 Gameplay Questions and Tutorials
Only thing I could think of is watch your usual spaceplane stuff, center of mass vs. center of lift and maybe if it lags swap out some of those solar panels for rtgs. -
I think a combination of being able to pay for training and on-the-job would make sense. That way once your space program is up and running you don't have to do too many training flights for rookies, or break something on purpose for your kerbalnaught to repair. Perhaps there could be a cap on the training or it gets much more expensive for the higher levels.
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Making Space Stations useful
boomerdog2000 replied to Fabri91's topic in KSP1 Suggestions & Development Discussion
This should also allow planetary bases to play a bigger part if you manage to park them near enough different biomes.