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GluttonyReaper

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Everything posted by GluttonyReaper

  1. The issue with how RSS handles it is that everything has the same tilt when you do that, and of course it makes the map screen a bit more confusing. It will definitely would be nice to have actual tilt, if only for Uranus's sake.
  2. It's also worth remembering to hit Z to go straight to full throttle. Throttling up slowly can have quite an effect on accuracy with these shorter burns.
  3. Well, I'm not expert on these things, but I don't think you can just stop buying things like food and water when they get too expensive. And I think another thing that seems relevant is what are in reality luxuries being made into necessity by society. Particularly, where I live, things like internet and a form of motorized transport are assumed to be had by everyone by schools and workplaces - as such, they are effectively necessities in a modern landscape for the majority of people in my area. As such, internet companies and petrol companies are quite at liberty to increase prices beyond reasonable levels, because they know people don't really have a choice but to buy anyway. Another point to make is that it's easy for an intelligent few to exploit the wider community - but it's much harder to coordinate thousands or millions of people to fight back against it. It's all well and good to say that not buying overpriced things will make them drop in price, but one or even a hundred people doing that means nothing in most cases. Getting a significant portion of a consumer base to do this is difficult, to say the least.
  4. SpaceY Modular Rocket Systems Kerbal Engineer Redux RLA Stockalike Tantares I like using mods that don't overlap with the stock parts (i.e. no having 10 different 1.25 tanks which are all basically the same), but instead just add to my options.
  5. I would recommend using a gravity slingshot of Jool, it should save you some dV.
  6. Number 8: http://forum.kerbalspaceprogram.com/threads/94648-1-0-2-Burger-Mod!-0-3-%282015-04-28%29
  7. To be honest, I quite like how some things like this aren't explicitly mentioned (or even particularly implicitly). Especially with KSK's additional explanations, I think it allows for the story to be told without it getting too bogged down in details like these, and it does give the sense of more interesting environment, without letting it take over the story, which at its heart is still about Kerbals launching rockets into space. That said, I do very much enjoy hearing about the intricacies about the Kerbal society.
  8. Collision FX, adds a lot more than you'd think it does: http://forum.kerbalspaceprogram.com/threads/101496-1-0-x-Collision-FX-v3-2-%282015-05-14%29-Now-with-EVA-kerbal-sound-effects! Distant Object Enhancement, makes planets and ships visible from waaay far away, letting you see things like Jool from Kerbin orbit: https://kerbalstuff.com/mod/403/Distant%20Object%20Enhancement%20bis TextureReplacer, I would recommend getting a better skybox, makes everything soo much nicer: http://http://forum.kerbalspaceprogram.com/threads/107471-1-0-2-TextureReplacer-2-4-4-%2817-5-2015%29-updated-for-1-0-legacyFemales-option
  9. Val bailing out a solid-rocket-plane ... twice. There's also this, which *cough* may or may not be in-game footage:
  10. You can also turn the fairing upside-down, which lets you use a smaller fairing base. Lets you decouple the heatshield before the fairing too, Curiosity-style. EDIT: With further testing, it turns out this doesn't work *quite* as expected - the fairing breaks off if you decouple the heatshield first.
  11. How's your reputation? Contracts eventually stop appearing if your reputation is very low (at least, that's how it worked in 0.90).
  12. Yep, this is a new feature - in early career, certain contracts (speed/altitude records, for example) are automatically accepted, but don't count towards the max contracts in mission control. It's to help get over the annoying grind of having to repetitively go back to mission control and fly several flights to achieve what can be done in just two or three flights.
  13. I suspect this is due to the continuing absence of the barn - it was supposed to be in this update, but I think it got pushed back to 1.1 due to time constraints. Hopefully that'll be able to bridge the gap.
  14. I really enjoyed doing an aerial survey contract, which is surprising considering I've never really used planes at all in the past for anything. It was fun running into the issue that I only had basic jet engines, and needing to be over 19000m ... I really wasn't expecting a jet/rocket hybrid plane to work as well and as satisfying as it did. That, and there's something immensely satisfying about getting a plane with rectangle wings and fixed landing gear up to supersonic speeds.
  15. Yep, you're right. Just checked, and they're a lot bigger than I remember.
  16. No reason they shouldn't, they're smaller than 2.5m parts, but larger than 1.25m parts IIRC.
  17. I suspect that might have something to do with the low gimballing on the engines in KSP. Most modern rockets have much larger amounts of freedom with gimballing, which lets you do things like launch rockets with a single SRB strapped to the side and still keep stable.
  18. Yeah, this sound like one of features shown in the 1.0 livestreams - those are contracts that are automatically accepted, and do not count towards the usual contract limits. It's to stop the previous issues where you had to the multiple suborbital flights to get all the contracts completed before going to space.
  19. The nice thing about time travel is that because we've never seen it happen, we don't have to make any assumptions to what might happen. A single-stream is a working idea, but having a time system like you're proposing gives a much easier to understand series of events, with a much more intuitive version of events. I'm personally quite fond of the whole "forking" idea, where you have two separate timelines formed with a common history when time-travel occurs, which lets things work in this way. Although, it's not *quite* as satisfying for some reason...
  20. Another great chapter! I've made of point of bookmarking this thread, so I check it literally every time I come onto the forums. I love how you've already managed to give Val some character in just this chapter alone, even though she was only introduced properly at the very end. Please never stop writing these!
  21. I've been thinking about this a bit recently, actually... I think it's something to do with people underestimating how much time and energy needs to be spent just thinking about how to do something and solve in these more ... creative pursuits (for lack of a better term). Would I be correct in this observation?
  22. I've always assumed it's because these kind of paradoxes tend to defy what we are built for - observing a natural chain of cause and effect. It might also have something to with the kind of brain activity it produces - I assume the brain is used to dealing with situations which have some kind of an end, so to speak, at which point it can turn off and move on to the next problem. Instead, you get caught in a loop for a little bit, which I imagine is quite stimulating for the brain, as then you have to look slightly outside the loop to get an understanding of what's actually happening. I suppose it's a kind of puzzle solving, which is quite natural to enjoy. Yeah, what I like about this kind of paradox is that it's defying, again, out interpretation of things as having clear causes. Here (if I remember correctly) the information of NASA's location, if you look at things chronologically, just kind of appears towards the beginning of the movie, so he can tell himself it later, making it seem like it has no real cause at all. The fun part is that it makes logical sense if you look at any one part of the loop - how does past Cooper know where NASA is? Because future Cooper told him, obviously.
  23. Yeah, I'd rather for them to just kinda *poof*, as they do, and for the helmet to just float off into space.
  24. In terms of difficulty, there's always KIDS. If you haven't heard of it before, it allows you to scale ISP for all engines, which I've found is quite nice for making things like SSTOs a lot more difficult, and rockets in general a lot bigger.
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