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Specialist290

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Everything posted by Specialist290

  1. You and me both. Moho was one of the first planets after Duna that I sent an interplanetary mission to (a poor choice in retrospect), and so far I have never had a mission there that has not gone horribly wrong.
  2. Something else to consider (that is sort of touched on somewhat in the Extra Credits video): Sales are essentially a marketing tactic designed to lure you into the store. In addition to what the video explained, they bank on the fact that a lot of people will think to themselves: "Hey, I saved all this money by buying this on sale! Since I've saved all this money I otherwise would have spent, I should use it to buy something else that I want." Then they're hoping that you'll spend that money on something that's not "on sale," or one of the aforementioned "perpetually on sale" items. Sometimes, if a given item is both expensive enough at its average list price and in demand enough that they know customers are going to seek out the best value they can get, they might intentionally sale-price it to take a small per-unit loss on that particular item in the expectation that they'll make up those losses from all the customers they've attracted using the money they've "saved" to buy other things in the store -- and they wouldn't do it if it hadn't been proven to work reliably in the past.
  3. I agree with this, and I'm going to take a little bit of time to elaborate on it. What I'll do is break up the mission into a series of discrete "steps." For instance, for a Mun landing, I break it down like this: Launch from KSC Achieve orbit around Kerbin Extend orbit out to Mun encounter Burn to get captured by Mun and / or circularize Descend to the Mun's surface and land Relaunch from the Mun and achieve orbit Burn to return to Kerbin Reenter atmosphere and land on Kerbin Then I'll think about what sort of craft / module / stage I want for each step in the process, and whether I can simplify a bit. (For instance, for a simple direct ascent mission to the Mun, the lander can probably do all the last 4 steps by itself.) Then I'll design specific components intended to complete different parts of the mission, working from the bottom up.
  4. That's pretty much it. Among others, members of the KSP-TV Media Group have early access privileges which allows them a "sneak peek" at the latest build. While I'm here, I'd also like to point you in the direction of the ARM Megathread we've set up for all things related to the upcoming release
  5. I'll say this: I am currently 24 years old, as of writing this post. Kerbal Space Program is one of those games that, when I was younger, I had wished that something like it existed, but nothing available at the time seemed to come close enough to filling that void. Now that it has come about years later, however, I feel that I'm enjoying it as much now as I would have if it had been around ten years ago. Thus, add me to the "KSP is for all ages" camp
  6. A sidereal day is the period of time it takes for the planet to complete a full planetary rotation relative to the celestial sphere, which is assumed for convenience to be fixed. A synodic day is the period of time it takes for the planet to complete a full planetary rotation relative to its Sun (i.e. from noon to noon). Hope this helps EDIT: Ninja'd! Again!
  7. That indeed seems to be the case. Hopefully they'll get the issues fixed soon, but I for one would rather wait a few days for a better product.
  8. To quickly clarify: It's not a blanket ban against suggesting "more parts"; it's more intended to be a prohibition against suggesting "More parts!" as a suggestion by itself, rather than going into detail on precisely what sorts of parts you would like to see added. So suggesting landing cushions would be just fine
  9. Welcome to the forums! Glad to hear you've been enjoying yourself, and don't worry too much about the MechJeb / anti-MechJeb debates; in the end, it all really boils down to personal preference. I've watched "Crest of the Stars" myself, but I have yet to watch any of the sequel series. How does "Banner" stack up compared to "Crest," in your opinion?
  10. Do you think you could show us a few screenshots of the design you're trying to launch? That might help us give you better advice.
  11. I hate to be the one to break it to you, but as a matter of fact, 0.23.5 isn't quite out yet. Keep your eyes peeled
  12. I've brought these concerns up with the rest of the moderation staff, and we've come to the following decision: Based on a closer look at the original posts from the two threads, we've decided that keeping them merged is the best thing to do for now. While Captain Party's original post on the older thread indeed contained a launcher and much of the discussion after it tended towards launchers, there's nothing in the OP to suggest that the crafts shared in the thread have to be exclusively "launchers, rockets and SSTOs," in Hodo's words. The fact that he chose to title it "Realistic Solar System Crafts" and not something like "Realistic Solar System Launchers" or "Realistic Solar System Rockets" seems to back that conclusion up. Mr. Rocket's original post in his thread didn't seem to indicate a much more focused purpose for his thread itself ("This could include: Your ships, payloads, space stations, bases, textures, stories of your missions in Real solar system, or anything else related.") and also was less than a month old. In view of that, we've determined that it would be better to fold the two threads into one and have a single thread devoted to Real Solar System than to have two active threads with a fairly broad degree of overlap. I realize this may not be the answer you all have hoped for, but I hope I've done a good job at explaining things from my own perspective and that of my peers. If any of you have any further concerns, feel free to contact me via private message. Have a nice day
  13. Glad to have you back among us, karolus
  14. Oo, that's going to be a handy feature. Like a lot of other people have already mentioned, I have plans to use them like "boat lights" for my craft to help me with docking alignment and such. Might even do a few other silly little things as well, like "space billboards" and the like (though it's a shame that you can't program the lights to flicker on and off in regular intervals; that would be quite useful indeed).
  15. Edit the first post, then select Go Advanced. You should be able see the dropdown menu to change the tags, just like when you first posted the thread.
  16. There is a Chase camera mode, where the camera will stay fixed relative to the craft. You can toggle between camera modes using the "V" key. If you set it right behind your craft, it's almost the same as flying in third-person camera in a flight simulator. Claw's right in that there's nothing like the EVA Spacebar command that will automatically reorient the craft to face the same direction as the camera otherwise, though. EDIT: I am eternally doomed to be forever ninja'd by other posters. Woe is me!
  17. I've taken the liberty of merging Mr. Rocket's thread into this one, since there's really no need for two separate showcases covering the same topic. Carry on
  18. Even in stock aerodynamics, solar panels can break when your craft is moving through an atmosphere while they're open. It usually only happens at high speeds, but on Eve the lower atmosphere is thick enough to break them even at the speeds a fully open parachute slows you down to.
  19. I don't believe it's possible to do in the stock game, unfortunately. I know there used to be a mod that allowed you to transfer crew internally, but I haven't been following it closely enough to know how up-to-date it is for the current version of the game.
  20. Welcome to the forums! Glad to hear you've been enjoying the game. Sounds like you've accomplished quite a bit, despite your claims of being "terrible at everything," so don't sell yourself short! That being said, feel free to refer to some of the tutorials I've collected in the Drawing Board (conveniently linked through my signature) if you're still having trouble with your spaceplanes and docking efforts, since both of those tend to be particularly troublesome for many players. Hope this helps!
  21. You've probably got it mapped to the same stage as your engines. You can fix that by going into the VAB, adding a new stage to the staging sequence, dragging the parachute into the new, empty stage, then dragging the stage to the top of the sequence if it isn't there already. EDIT: Ninja'd again!
  22. I think I may have found that playlist I mentioned earlier: , combining coverage from all 3 of the major news outlets of the day into one massive playlist. Enjoy
  23. I vaguely recall that somewhere on the Internet someone uploaded the original Walter Cronkite-narrated CBS coverage of the mission from launch to recovery, but I don't know if it's still up.
  24. More or less this. Clever ladder placement was never more than an unreliable workaround for the absence of seats, and a lot of people were glad to see actual seats implemented in the stock game.
  25. There's a lesson to be learned here. Bringing up the topic at all invites people to start discussing them, so it's best to let sleeping dogs lie. With that, I'll be closing this thread. Have a nice day
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