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Everything posted by Tw1
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True, but that misses the point of being able to walk around.
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I'm not sure such a feat has yet been achieved. The difficulty is because the game automatically throttles down when you EVA, but perhaps you could attempt this with structural panels and SRBs. You'll need a wall to reduce change that they just slide of. The other problem is that the kerbal may not realise the potential here, and not attempt to walk at all.
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I'm hoping there's nothing stopping you from buying blutonium on kerbin. Eve has a lot of it because that's just the nature of the planet.
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Only one way to find out..... (Poles are cool. (Literally.) Go visit them.)
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My first orbit was around the Mun. I got there by just going up and up and up until I made it. It seemed simple at the time, probably because the giant firework I was flying couldn't turn very well. I worked it out eventually, after doing a few successful landings on both the Mun and Minmus.
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I don't tend to use the LV 30 or 45 that much. My launchers tend to make use of the mainsail and skipper (formerly atlas) engines. In orbit, the little LV-900 or the LV-N tend to get more use, for efficiency. The poodle and 77-24 get a fair amount of use too, in landers.
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Bill, Jeb and Bob still haven't seen the 0.19+ lauchpad yet in my game. I do things a few months at a time.
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Tw1 replied to yongedevil's topic in KSP1 Mod Releases
But command pods have finite volume. Packing in more oxygen and water means less room for kerbals and equipment. I'm more concerned when parts change, but the re-skin of the current parts are fine for me. I like seeing them on a craft. I'm also hoping CO2 scrubbing can be automated. Otherwise, there's going to be a lot of switching between craft to push a button. -
Alternatively, you could wait the amount of time in real life, then warp it. The only problem with this approach is the risk of problems when you update.
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Mun base management can be interesting, but it requires a little imagination. I was going to send a Kerbal out in my crane vehicle to pick up the shuttle that'd landed 10km east of the base. The ladder for that crane must be reached by jet pack, but the Kerbal wouldn't grab it. So I said "fine then" and used a different Kerbal. Interact with your virtual crew for a bit.
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I tend to aim for 0.5 for orbital stages. Otherwise it takes a huge amount of passes to get anywhere.
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He is still exploring. He was sent to Dres, as they needed someone crazy to keep the others conifdent when no one knew what was happening. Been there for months, still looking awesome. And Kerbalish. The crew is currently investigating a crater. Jeb went down to the bottom to investigate. The plan was that he'd return to the vehicle with the others and go on to explore a mountain. But then: "Hey, it's that little guy we sent down here two weeks back!" "I'll meet you at the mountain guys!" TL,DR: Jeb is pioneering the Dresian sport of "Roveo".
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Yes. It will be very useful. We all make mistakes...
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Dress reminds me of old lego space boards. (It was a boring place until I realised this.) It would be a great place to start a colony.
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Well, with the cheater thing, you kinda can toggle gravity. Bob and my first munar flight in 0.20 ended with a bit of cheating. In my defence, I had been planning on using vanguard EVA parachutes to land, and hadn't figured that the bit that let's you put the parachute on your Kerbal was broken. With coming reentry heat, my suggestion is simply be ready. Command modules may have some heat shielding of their own, so even if you can't land at KSC, you should be able to land safe with an uncontrolled aerobrake, slowing you down for a landing in a few orbits. That, or take precautions and build a cool heat shield for your ship. There are shield parts around to download, or make one with structural panels. They seem to have a fair amount of heat resistance. I couldn't destroy a bunch with a heat based weapon, but haven't tried them with a reentry heat mod.
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I think you broke something. Looks like the edits you made caused the engineers to stick the side of the wheel to the axle, rather than the middle. Maybe you should fix that. If you don't want awesome bumper wheels.
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It's growing on me. It will be much simpler in future when updating mods. The new wheels are perfect for an amphibious probe I was making, and the seats are cool too.
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One ring fuel tank... Didn't give him much to work with there. Yay for Eva jetpacks.
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KSP (re)reviewed - 'Good Game', ABC Australia
Tw1 replied to Switchblade88's topic in KSP1 Discussion
Good game went downhill from when I used to watch it... -
Well, Eve isn't pleasant, but it's not as bad as Venus.
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I'm still using it, pulling bits of ships I want for 0.20, as I wait for mods to be updated. Bit of a transition period.
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Looks awesome. I'm so visiting them again.
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You are back! Yay! Is this now 0.20 compatible? Good to see you're looking for a modeller, these need a little something to differentiate themselves from regular ion engines, and the hybrids from the ion engines. P.S. I still reckon the hybrids should use more xenon. They're not going to be using it as efficiently, as the xenon particles are giving there momentum to the particles from the chemical reaction. Or something like that. I'm also going to re-suggest making the amount of gas in the tanks more realistic for their volume. I'll probably do that edit myself again. Edit: Saw spaceport. One step closer to fully getting my save to 0.20. Good you managed to dig your way out of paperwork.
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That's a clever thought. Maybe they could transfer oxygen between themselves somehow. I'm considering this, but I've got to get my kerbals all inside first. If I keep that base once I've made the full jump to 0.20.
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Tw1 replied to yongedevil's topic in KSP1 Mod Releases
Could I suggest, if you're still using the RCS models, using the textures that ZZZ posted earlier? They made it look appropriately life support like, and fit the game nicely. Did you hear about NASA's 3D printer for food? It reminded me of this. With technology like that Kerbals could just have a simple tank of supplies. I hope they don't eat much.