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esinohio

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Everything posted by esinohio

  1. Space craft size comparsion -- Insert obvious joke here.....
  2. Scarecrow88 is right on the money in my opinion. Following the early space program not only helps you build skills in a progressive manner it also gives you a chance to relearn all those neat facts/trivia about the early space program. The wiki page for this game has loads of great information and guides that can guide you through this process. http://wiki.kerbalspaceprogram.com/wiki/Campaigns is a great place to start as well as in the tutorials section of the wiki. You just can't miss!!
  3. I believe Anton was just trying to point out that this discussion has been talked about with a lot of passion elsewhere on the forums and some of those threads were locked due to that passion. Your passion about the Microsoft topic is obvious to anyone reading your comments. Could his statement be worded better? Sure. Did it seem inflammatory? Not to me. If anything it made me go hunting for the threads he mentions to see what the hub bub was all about.
  4. That sort of ship doesn't have to have an insane part count for it to work. While designing it for every planet in the system might be challenging you shouldn't need a beast of a machine to accomplish that, especially if they decide to assemble in orbit.
  5. I've wondered about this myself when making KSP movies. F2 hides the HUD but all the targets and things like what the original poster mentioned remain visible. Wish there were some sort of option to turn those off but completely understand that would be so far down on a dev list of to-do's that it wouldn't even merit attention. We can hope though
  6. Very nice rover there my friend! Glad you have the root part orientation problem sorted out. Maybe we can get some action shots of your rover on the mun sometime soon? I shouldn't say rover, that looks more like some ruff and tough off roading thrill ride.
  7. Taps veins... inserts KSP....life is good again. And to think the mod makes are just normal people who get the idea to make a change or add something. Nobody pays them, they just do it for the love of doing it. I can't recall ever seeing this kind of support erupt in a community before the game/sim is even released. It's just amazing! Even if pure stock is your game, you have to admit just how clever and well done some of those mod projects are.
  8. I found this link http://forum.kerbalspaceprogram.com/showthread.php/45770-KSP-Tutorials-auf-Deutsch in the international section. Since it has been over 25 years since I spoke German I can't attest to how well the tutorials are done but thought you might watch them and if they are done well you could pass them on to your students. I would also like to pass along best wishes to your students. Tell them this game is proof that indeed you will use those mathematics you are studying!
  9. Another fellow KSP addict! Welcome aboard!
  10. That little shuttle is too neat! Defiantly had those Kerbals transferred to your station in style. You should share that in the craft exchange thread. I'm sure other people who might be struggling would love to see how you did it.
  11. I thought I'd give this one a shot. I was hoping to show people starting out that you really don't need much to put something into orbit. I was also hoping to keep the spirit of the original craft as well as a nod to the famous Sputnik. This craft has enough deltaV to get to a low 80 Km orbit with enough remaining fuel to de-orbit the remaining stage. The ascent is very simple, full throttle launch till around 10km then pitch over to 45 degrees. Once you top out at 80 km just shut down and coast to your circularization burn. Separate the payload, extend solar panels, extend communication, and you have orbited your satellite! All the science probes are on board for your enjoyment. RCS thrusters are also included for minor adjustments to your orbit. It may not be pretty but it gets the job done! Craft can be downloaded here.
  12. That is one nice rover! Getting all those plate aligned must have taken you a long time. I love the detail.
  13. All this post needs is theme music and it would be perfection.....
  14. Mods? Someone say Mods?? I just love seeing what gets produced down in those add-on forums. The creativity is always just astounding. Can't wait to see what you come up with!
  15. esinohio

    Hey

    Welcome Gav!! Since you have been lurking you already know how helpful this community is!
  16. Since everyone has more than covered the card questions I just wanted to say welcome to this wonderful community!
  17. Oh for sure. I'd peek at the "Post Your Rover" mega thread floating here on the forums and you will come across loads of rovers that used some sort of small rocket motor or rcs thrusters. The combinations are just endless. On a side note, remember just how fast you are actually going on those rovers that your having issues with! Going say 10 m/s doesn't sound fast until you remember you are on a small rickety rover on a surface with a fraction of Kerbin gravity. Then going that paltry 10 m/s ( ~22 mph ) suddenly becomes a tad more... tense. Rover MegaThread here!
  18. True. Just always been a fan of using a game mechanism to accomplish anything messing with the save file myself. Not that snipping won't work!
  19. Does this merit moving the save back to a prior point? Or are we moving forward? If we are moving forward then some house cleaning is in order I think just to keep things tidy and keep any frame rate issues at bay that were discussed in the prior posts and agreed upon rules for the project. JM419 I think covered the bases in his recent post. As for the part counts I'm thinking we can play it a few ways. 1. We can continue with the limit of 30 parts making sure on future modules we stick to that limit. Might run into some frame rate issues but who knows. If I remember right though we were pushing the limits already. 2. Future modules could take a part hit to make up for the extras. Stinks for the people down the road. Wait.. that is me! grrrr. 3. Roll it back. After we get the part count issue sorted out we can then work on the mess of debris and extraneous flights that were added. At the very least someone gets to laboriously click terminate, ok, click a new piece, terminate.....
  20. I just love seeing this! Just throwing in my grats for your docking success! I hope others who might be struggling see this and get some inspiration. Could you expand a bit on how you practiced? Was it a specific tutorial that gave you that "ah ha" moment or maybe a forum thread?
  21. I'm not sure what is the most impressive here.. clearly that shuttle just rocks. But the effort assembling that launch platform was also just awesome. I loved the detail! You totally sold it! Great video.
  22. This tech tree is really starting to sound exciting. I'm guessing that doing the missions and being constrained to only using researched parts will make for some very interesting rethinks of several of my tried and true launchers.
  23. You should try the retirement / KSP combo. I highly recommend it. That leads to over 735 hours of pure KSP goodness! I stay out of my wife's hair, get the occasional "to-do" list out of the way, and have loads of fun digesting all the math and science oozing out of every pour of this game. Add in the hours of checking out all the great tutorials, the forums, youtube channels, reddits, steam forums, and you have a certifiable problem trying to fit all that into any schedule much less a retired one!
  24. Don't forget that Universe Replacer mod! This in my opinion is one of the new must haves! It along with a texture pack of your choosing, also located within the first post of that thread, just makes the game pop off the screen. Not that the original KSP textures aren't good but some of the textures are much much higher resolution in the addon (I think so anyway). Not a beefy machine? No worries, you can pick and choose what textures you want to load from the packs themselves. The author did an excellent job of laying out the directories so it's a snap to accomplish picking the textures you want. Enjoy! Best of all, it is one of those passive mods that doesn't really impact game play beyond the visuals. You can find it over in the Addon releases thread here.
  25. Not sure if this has been wildly speculated about but I was wondering how the tech tree might change/impact stats on the Kerbals? Will the tech tree be solely about part upgrades or do you think they will pepper it with some random upgrades to our Kerbals stats? Of course that is assuming they even use stats down the road or maybe pitch that stat system all together.
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