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KSP2 Release Notes
Everything posted by Aragosnat
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Nice find. Need to start up KSP.
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In 1.0.2 I could get such just by going in fast enough at 55 km up. If remember right it was 37XY m/s that got the heating effect started at that hight. Could have been moar or lower downish.
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Played around a lot last night. Made a plane that had a stable altitude of around 13.5 km and ose not need a lot of course correction to keep it there going at a decent 175 m/s with a small payload: Lands very nice too on Kerbin. Not sure about Lythe: As you can see. The whole point was to deliever a rover to Kerbin's Desert to test out the first surface ore detector. Before trying it out on Mün and Minmus.
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The Explore x place you need a high rep and never visited the place before Explore Minmus you need 750 rep 750+ Duna and Ike you only need 500-700 rep Which makes the Minmus weird. Eve Explore Contract you need to do Minmus Explore Contract First. Gilly one you need Duna and Ike done, another wierd on. Then you get Jool followed by its Moons. Then Dress then Eeloo with Moho being the last as it is the highest Delta-V required place to get too. How you can tell you are ready to get the Explore X place is if you get the Fly-By X place that has no end duration once the contract is accepted. The Order of progression to get the never expire single contracts are: Fly-By, Orbit X, Return Craft from Orbit, Then Land on Place?... Not sure if there is any more. Also you need to complete each one for the next to show up. All this can be done with one craft just need to go back and accept the contract if and when it pops up. Edit: Also make sure you have plenty of 3 Star Contracts Available. As in if you have at least 2 to choose from you are more likely to get it to pop up.
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Do you have a screenshot that makes you laugh every time?
Aragosnat replied to Randazzo's topic in KSP1 Discussion
Usually it is to late to take a picture. -
1) Maybe. 2) When it is ready. 3) Search for Kerbal tanks, warmachines, etc... and you will likely find them
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The worst thing about watching KSP on YouTube.
Aragosnat replied to MacEriu's topic in KSP1 Discussion
Been there done that with pictures too. -
We are all murderers - how many Kerbals did you kill?
Aragosnat replied to p8R's topic in KSP1 Discussion
Killed 10 so far in this current career. 1 today due to play losing its wings and the two chutes I had where not enough to slow it down. 7 others a few days ago died in a Challanger like accident. The rest don't remember. -
KSP 2.0 - What would you expect (or wish) for a sequel?
Aragosnat replied to carlorizzante's topic in KSP1 Discussion
Would not KSP 2 be a development of the first one. Which by adding things like oh say Lagrange Pointswould be a more developed theme compaired to the first? Lagrange Points would be nice to have along with the ability to build bases/colonies that lets us build rockets else where. Which could use ore. -
Lots and lots of boosters and struts.
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Well did a neat little contract mission on Mün. Starting with it in the dark one: Reason for the first one was to show you I did it at night and backwards with plane wheels and not rover wheels: Yup. It was a retraive part contract from surface. Not planning on doing any more of those was able to lift off Mün's surface and return to Kerbin. Could have done it with less chutes. But, was safer to make sure it landed safely:
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I officially landed on the Mun and returned to Kerbin safely
Aragosnat replied to jbakes's topic in KSP1 Discussion
Gratz on leaving it and getting back safely. Now return from Eve. =^.^= -
What is the rationale behind playing completely stock?
Aragosnat replied to falloutaddict's topic in KSP1 Discussion
You need a third group. Those who have sunk 1000+ hours and have yet to hit all places. Never been to Dress yet. Dispite having 2400+ hours in the game. Nor been to every Jool Moon. -
What is the rationale behind playing completely stock?
Aragosnat replied to falloutaddict's topic in KSP1 Discussion
I play stock mainly because. I'm still having fun playing stock. With every new major/save braking update I restart (kind of like how Unity 5 will likely be such). Have yet to reach and leave all the planets and moons that can be left from. While I would like to install a few mod. Just don't want to find out it has become abandoned or have to wait a long long time to get it updated. Plus it is easier to share with others. Just today someone decided to build one of my designs. -
Sorry for the long reply. IT is a combination of reputation and completing x plane/moon to get it. Used to be in 0.90 Doing Mun got you Minmus (doing a fly-by basicly an encounter then exit), Ike (landing or orbit on Mun) and Duna (landing or orbit on Mun). Eve landing on Minmus. Gilly you had to do Duna and Ike expolre contracts completely. Eve and Gilly You got Jool and its moons. After Jool is Dres then Eeloo then Moho. Yeah. I do agree it would make more sense if when we finish or do parts of the contract that other contracts pop up. In 1.0.2.. Duna and Ike still pop up after doing the Mun Explore. Just have not gotten the Minmus one to pop up yet on my current play though.
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The secret to landing 2 ships near each other...
Aragosnat replied to DarkGravity's topic in KSP1 Discussion
Gotten under 400 m a kot more often. Then again, Making sure you have enough fuel to get back off has kept me some of the times for landing to close. -
What new parts could the game realistically use?
Aragosnat replied to Frostiken's topic in KSP1 Discussion
Propellers both liquid only on L/O. Deployable launch pad & VAB that one can launch craft from another planet/moon. Also attacments that could make it almost like a mini KSC minus the ability to hire recuits. Also would not mind such places needing certain level of Engineers and Scientists to work properly, inorder to build crafts. Would require ore to use to replace the need for Funds. Also a part the lets me debrief those nice Kerbals on other worlds so that they can gain Experiance without having to return them back to Kerbin everytime to get their experince up. Docking ports that can be swapped out for another similar sized part, taking the two ports away, to build a lower part count station as well as rigid station/craft. Also maybe even the part the docking port is connected to. Orbital ship yard that has to be sent up in pieces and works like the docking ports mentioned above. But, can only build existing designs. Lander cans or other pods with their own built in engines mono or F/O, thinking of the tiny radial engines. Again this is to lower the part count as well as making so that the landers are nice and squat to prevent having tall landers that tip over very easily unless you have/abuse ungodly amount of reaction wheels or having to build it extra wide. Side mounted L/O & Fuel tanks like the ones for monopropelent and act like they have a fuel line attached. I know some of the wing attachments have fuel in them which make them good for nukes as well as landing legs (as long as one remembers to add fuel lines to the part with the nuke). Manly for looks as well as gettng the center of mass lower down for landers without needing to add structual parts and fuel lines. -
Or he likes to chat and play the game at the same time. Done that before. But, yeah. It all depends on what the individual has played before and what you are compairing it to. In the terms of space games and having played games like Wing Command Series, Privateer 1&2, Freelancer, Star Lancer, Tachyon the Fringe, Star Wars, Star Trek: Klingon Academy, Space Engineer and a few other space themed games (not played orbiter). In terms of what can be done in the game Tops all the others except Space Engineer. Which does something different. In that the terrain is destructable and you literally are building every component of your craft which in turn you can destroy. But, tthat currently has the problem that the roids don't move (at least not that I'm aware of) there are no orbital mechanics, currently no planets which are very likely to be static dots hanging in space, artifical speed limit and lag lag lag depending on how big of a box you play in as well as ship you build. While I would love it if KSP had planets as well as roids that could be destroyed. Just feel that it would be just as laggy.
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Yeah. It does seem a bit weird to have a part count limit. When the hight and width limit would work just as fine for the VAB and not the landing pad(well mass and width for the pad, as any part off the pad should sink into the ground). I do agree the part count does teach new and well as some old players how to build efficent crafts. But, frustrating when trying to build a probe lander with legs, enough solar panel coverage, batteries, science gathering parts, fuel, chutes, anntennas. Those parts alone eat up a large potion of the count depending on if you toss in multiples of the goo container, science jr and non pressure/temp readers as they only need 1 per biome. The custom and basic controlls I do agree feels a bnit odd that once we get a bigger hangar they suddenly appear. Some of the controls like gear, lights, and brakes should be available from the get go. Part of me feels like the basic controlls should be more a R&D thing then a VAB/SPH size limitation as you are reaserching the technology to make such custom controls possable. That is just me.
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Most certainly is tied to the penalties costs.
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Ion Drives maybe your friend. Same with nukes with a roid attached. And Goodluck. o7
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Nothing to see move along:
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What's your refinery style: orbital or surface?
Aragosnat replied to ShadowZone's topic in KSP1 Discussion
Have not gotten to aquire them yet in my career mode. But, my ideas are. Groundside: Have the ore collector seprate from refinery with a rover to transfer ore over and another rover to transfer fuel. With the refinery being on the highest elevation possable close to the mining sight. That way I can keep a lower part count as well as have a place that would require less fuel for the shuttle. Other reason is so I could spam solar panels or what ever I needed to make my craft look kool. Orbital: Similar to the ground one with rover using ore with the shuttle being dropped anyware close to the mining operation. Orbital refiner will likely not have the ore container just to help keep the part count down. Now this is where it gets intresting. The orbital refinery will have it's own shuttle to tranfer fuel from. One to drop the part count down even more as then the refinery just needs docking ports and a craft to dump it into a low enough orbit without crashing on airless moons or high enough to allow wiggle room for carft coming up from a place with an atmosphere. For a place like Minmus. Thinking of having a parking orbit of 12 km by 12 km for the refinery and having any ship that needs fuel try and get a parking orbit at 29 km so they can still benift some what from the gravity well. -
What are your key tech unlocks in career mode?
Aragosnat replied to KerikBalm's topic in KSP1 Discussion
OX-Stats longer duration and probe contracts lv-909 for the huge saving in weight and most used for Mün and Minmus landings till I get sparky basic jet to do the local 100 km contracts on Kerbin. Come on. If I can get the plane back. I save even more funds and gives me something to do while waiting for my other craft to reach their destations docking ports and fuel lines both of these will open up interplanetary when I get around to doing them as well ashelps get any craft that did not make it back get back.