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Everything posted by Aragosnat
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Did some more Duna related contracts. Now have a colony while 0.90 lasts Group photo of the colonists and one of Ike high above: I enjopy this science fun as well as slowly finishing up my Duna and Eve missions: http://images.akamai.steamusercontent.com/ugc/544150537478726532/A185BA35A74CC23578792527B4401DDE02FA3184/ Just the list of Kerbals living on Duna: http://images.akamai.steamusercontent.com/ugc/544150537478706455/4FE10B70DA11E90FED351699518BAFF1F3B6144B/
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First time in a long time I had another object visit another planet: And to stay as moltan slag with an impact creater going about 1600 m/s at impact: Also found out that the Gilly contract appears when you return science from around Duna. A bit late I know.
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-raises glass- Cheers! =^.^=
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All I can say wish I can afford it.
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Trying to finish up my run to Duna with at least 5 seprate missions heading to it before 1.0 hits . 2 Kerbal Colonists and a few probes. Plus had fun driving my 4 of 8 wheeled rover (as in lost 4 and a few other bits) driving to try and complete my 3 contract with this rover on Mün:
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Well did some Mun driving with this rover: This is what it origanally looked like minus the octo probe at the front needed silly connection:
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Don't mind the seperation. Even though it does look messy. Gives me ideas on what abuses I can try and come up with. One of which is. Mün Fairing Igloos and heat shields for Eve re-enter in additon to theheat shields.
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The stock parts that you never ever ever use/hate.
Aragosnat replied to ron1n1's topic in KSP1 Discussion
The I girders. Don't hate them. Certainly don't use them as the other structual parts are more useful. Not saying the could not be used for legs. The large rover wheels are certainly useful for mobile bases. I even made a mobile science lab that could clean all the scince stuff for the Mün. Which gathered all science but save for a few spots where I needed to complete the Mün explore contract for Duna and Ike to pop up. Most parts I try to find a use for. The one radial wing decupler thingy also not very useful save for the fact it leaves no bitz on either parts. -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
Aragosnat replied to HafCoJoe's topic in KSP1 Discussion
Think in one of the dev Tuesday notes. It was mentioned that the resouce managment would be highly modable. Just that they felt one was good enough and kept it simple too. -
Well blood/plasma is renewable unlike kidneys. Plus it help saves lives and if I remember right. You get a discount if you ever need it back. So win win all around.
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Likely something big and expendable?But, yeah. Would be intresting to see what we can make or get to fit the bill.
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Well my badly damaged rover completed its second contract half way around Mun:
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Buy it when you have the funds.... Sell blood if poor.
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Kerbals Hiring - feature - V1.0
Aragosnat replied to Jaeleth's topic in KSP1 Suggestions & Development Discussion
I could see a higher death penalty for having more active Kerbals. Word will hopefully get around that you are a Kerbal Killer. Just that the more active = higher costs to hire does not make much sense. I could see it if there where no pilots available and you wanted to hire one where it would cost more to just find/convert one to such. At least currently with how little we know about the system. The costs might not be a lot. But, still. It will likely give more insentives to use what is given from rescue missions (which become to few and far inbetween, at least on my current game; have not seen a rescue mission for over 100+ days) or just stay with probes and leave/fire all Kerbals behind. Do like the idea that was mentioned where the skills should govern the hiring cost. That makes a lot moar sense then just arbitrarily adding costs to every new hire. I can also see the level of the astronut complex governing the quality and cost of hiring too. Higher level = more likely to see highly skilled pilots sooner and potentially less unskilled ones. -
Well. My Mün rover deployer worked. Tail landed and all and enough room to deplor the probe rover: Rover drives well since I tested a similar looking on already.
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I think Space Engineers might be for you then.... At least it is in space.... =^.^=
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How do you mount your rovers on landers?
Aragosnat replied to Columbia's topic in KSP1 Gameplay Questions and Tutorials
Well. I'll be trying something like this: I have a much easier time doing tail landings that what another has done. But, used to deploy them in pairs/quads on sides of landers. But, with the above pic of mine. I'll be try and use it to return the rovers. Maybe. Just this one is a test to see if it can land safely first. -
Well. First time in a long time since I sent Kerbals to another planet. Today Jeb, Bill, Bod and a few others are finally heading towards Duna.
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Sold blood. For. Uhm. Reasons.... Waiting for my multiple launches of ships and probes to reach Duna still. Did a go Up to Minmus so I can then drop back down to Kerbin for savings of delta v's because I can and had a contract for Minmus. Refueling a ship in Kerbins orbit that will refuel my ship the is dropping down to Kerbin at Duna once I add enough extra fuel tanks to it.
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+300 parts closer to 450 before it lag gets annoying. But, trying to keep it under 300 parts just to have good frame rates. But, seriuosely. Not enough parts.
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All of the above.
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Start a new carrer game. Test the hell out of everything using expendable probes. Set up Minmus Refueling station when possable so I can then start working on mining Duna.
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Resources aero, fairings, updated tutorial, female Kerbal, and bug fixings are a must. Anything not listed should wait a while as you fix more bugs after releasing 1.0.