SourMonkey
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Everything posted by SourMonkey
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Broken wheel or not, that's one nice looking rover.
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To Kerbs, sterile cockpit probably means one recently cleaned of snack debris. Sterile Cockpit Rule: no snacks on reentry!
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Holy crap you are a writing genius. You even had me going until you slurped your koffee!
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This is so good! Can't wait to see this op go down on Eve. Mort may not be on board but I imagine the PR Kerb will love this, minus the whole leaving passengers on the other side of the world thing.
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"Duna, Ore Bust!" -- a KSP Graphic Novel (COMPLETE)
SourMonkey replied to Mister Dilsby's topic in KSP1 Mission Reports
This has been an incredible ride, thanks Kuzzter! I am sad to see this one end, but happy to be seeing Eve's get revisited. I'm hoping to see more of these four again in some rescue adventures. Also, I used your method for guessing at aerobreak altitudes of different bodies since you posted it. Based on the online formulas, you had the altitude and the scale height reciprocated, but if it wasn't for you I wouldn't have ever thought to use it at all! See you in the E:O0!- 598 replies
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What is your naming system for Planes/Rockets?
SourMonkey replied to musicpenguin's topic in KSP1 Discussion
My naming system changes radically not only between saves and versions of the game but also between mission. Just looking at my current list shows how random they can be between a naming system, a large acronym, or a simple name like "Joolian I". However, when I do have a consistent naming system it goes something like this: (Goddess) (Sometimes a specifier or unique name) (I, II, III...etc) So Artemis I, Artemis Ion II, Ishtar I, Aphrodite's Vantage (a station) are some examples. Stations are typically beauty/love/lust, the best probes are often hunting/adventure, etc. -
"Duna, Ore Bust!" -- a KSP Graphic Novel (COMPLETE)
SourMonkey replied to Mister Dilsby's topic in KSP1 Mission Reports
Oh man, not having an IVA was the reason I almost never ever used the Mk2 and Mk3. And I wish I could possibly tell you how incredible your KSP graphic novels are. They've been the spice of my life the last two days. Inspiring.- 598 replies
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I'm going to be completely honest here, because it looks like I'm the only one that enjoys visiting Dres early in a career. I enjoy heading to Dres early on because there isn't anything there; it's a planetoid orbiting a little further out. To me it's an easy Moho or just another Mun, something to send the first Apollo style mission to, since it isn't worth it for the local moons of Kerbin. Visiting Eve, Duna, or the Joolian system feels like visiting a city, Eeloo is Antartica, and Dres is that back woods cabin that you hear banjo music coming from (except Dres feels strangely clean). Not that I'm saying it's my favorite place by far, it's just that I enjoy visiting it a bit more than the Mun when it comes to getting to and from a grey rock (and getting that science).
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My failures are countless, and many of them were actually really funny. Most disastrous though would probably be my first Vall attempt. It was back before the large docking nodes, but its flaw was a lack of thrust and fuel for an accidental Laythe encounter on the way. Spiraled out of control after that. I saved as many as I could (6 at least I think out of a crew of 14). Worst one that was funny was when I was speeding along in an extremely hastily built Crazy Science Vehicle on Minmus at around 30m/s or so when one of my two kerbals got stuck between the fuel tank and the capsule. The other, in an attempt to get to the capsule to stop the craft, fell and started cartwheeling helplessly, watching his friend disappear in the distance. They both kinda disappeared into the twilight zone, and I couldn't return to them from the tracking station. They later showed back up on Kerbin, I think, somehow.
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I love Minmus, and except for a few very strange mishaps or disappearances it's been good to me. The most recent cursed event on Minmus was a ridiculous made-in-two-seconds-then-launched rover I sent there. Two kerbals were sent, and one got into the science pod. While moving at high speeds across the flats, the other kerbal decided to try it too, and ended up getting stuck between a fuel tank and the pod. Nothing I did would unlodge him so I sent the other kerbal to try to get in the command pod and stop it, but fell and cartwheeled helplessly while he watched his friend quickly speed off into the distance.
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Tips and tricks you found out yourself
SourMonkey replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
With "Part Clipping" not activated, it can be be bothersome to build neat looking clusters of engines if trying to put them onto the tank, cubic strut, or upside down tail cone directly. However, if you put 1 cone and 1 engine, then select them and drag them to the side of the tank and activate symmetry mode they will turn green. You can then put as many as you want beneath the tank freely. Also, with the recent updates no fuel line is needed to connect to the engines. -
Made yet another program or two for calculating simple things for KSP obits. De-orbited my 4 earlier molniya orbits because they were not in sync at all, went back and did it right the second time with actual launching intervals. Getting mechjeb would probably make them more accurate, because staging causes a several km shift in orbit (and I'm not exactly a craftsman at super-accuracy). Oh, and got the remote-tech mod to make things more interesting recently.
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Best analogy ever. I'll need to look back and see if I took a snapshot of any bug like that I've had. I think I remember an instance in previous updates of the location being wrong (though not that ridiculous). Impressive accomplishment though, whether you claim credit or not. I've never accidentally landed on Kerbol.
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The render distance for the ships makes sense, though I wish that were adjustable in settings. I agree with you about the render distance with planets to an extent, but we're probably on a different page. A higher detailed render that would be used at an orbit should not be used for something incredibly far away. I haven't had any sort of noticeable performance impact from it, but I think it would make quite a bit of sense, especially when you zoom in so far (might seem more real-like). However, a distance cap on being able to see it at all (ei: it disappearing when too far away) is something I don't want to see.
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Kerbal science: The atmosphere of Kerbin
SourMonkey replied to CaptainArbitrary's topic in KSP1 Discussion
You beat me to it. -
I have seen the same things as Kimberly and Zach in those regards. The fact of the matter is that you will see a large portion of, often outspoken, people that have a ridiculously limited and skewed view of points of history such as the wars. They are not going anywhere and have existed in every country for the most part. I find that those heavily biased and false views aren't restricted to the US, Canada, or western Europe either, I've heard or spoken to people from many different places that have "Rah-Rah for me!" syndrome. But back on the thread topic, I've seen many things just not right. Not too many just stand out in my memory, but one thing that I always found funny was when they were showing or speaking of something, and then would show something completely different. Ie: like showing a SBD Dauntless turn into a wildcat while talking about a torpedo run.
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I second this. A series of the exploration of the interesting parts of planets and moons (and the trials and tribulations of doing so) would be far more interesting than even a fast forwarded trek across all of Kerbin.
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The new (and improved??????) SAS system.
SourMonkey replied to Kerbol Prime's topic in KSP1 Discussion
I have a serious question for you guys that are also using the new ASAS system that I do not want to make a new thread for: Do you think that the new ASAS and torque system uses too much electrical charge? I was landing on Minmus a little while ago and lost all of the charge in my lander (in which I accidentally forgot to apply solar panels to) and had a new-found trouble in landing since I could not move it without activating the engine (contrary to prior the loss of all my power on approach). I am just curious to see what you guys think about it's usage. Once it is depleted it flat out does not function. -
Go to the Tracking Station and then click your flight. After that click "recover vessel" at the bottom left. I think you can only do this on Kerbin. Possibly even the Space Center.
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New pics of the VAB and SPH with finalized shaders !!
SourMonkey replied to Leveller's topic in KSP1 Discussion
I remember seeing some new ones, but those were 4 different pictures from these. Can't wait to use these hangars! -
How long did it take you to dock ...
SourMonkey replied to StainlessSteelRat's topic in KSP1 Discussion
Some of the guys here gave some pretty good tips regarding RCS, etc. In case you are still reading this, I usually have a few steps that are generally always the same when I dock: 1. Make orbits very similar 2. Create a point of intersection as close as possible (sometimes it's 0.1km, sometimes it's many KMs). The closer the better. 3. When reaching the closest point, Burn facing the Retrograde symbol in TARGET mode. (this should zero out your relative velocity, must be in target mode!) 4. Use burns or RCS to get a little bit closer to the vessel, easy does it. 5. Small adjustments to make the ports come together very slowly. Sometimes if I am having a lot of trouble, especially if I don't have RCS, I will right click the port I want to dock to and select it as my target. This way, if the vessel is too large, I can match up my "prograde" indicator to the "target" indicator and head directly towards it. -
Don't know what the fuss is about, we can all agree that the angle of attack required for an airfoil to produce sufficient lift depends on the airfoil design, speed, and the A/C's weight. Also, Bernoulli's principle is, in a nutshell, stating that as the fluid speeds up the static pressure decreases; and he wasn't wrong. You also have to remember that there is a bit of wing washout, in which the angle of incidence decreases as you move out to the wing tip. This lets you stall at the wing root first. It is also why it is a bit less noticeable if you are comparing the angle of the wing tip to that of the aircraft (not that it is greatly noticeable to begin with). Provides stability
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Even the MFS titles don't seem to model ground effect that well, so I wouldn't be surprised if we didn't see it with a huge aerodynamics and flight characteristics update - ever. I doubt it would greatly effect gameplay in any regard, unless it is something that can be exploited somehow. That being said, I wouldn't mind seeing something like Vostok's idea looked into.
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A more recent flag I threw together. Not sure which one I'd like better.
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[Showcase] Non Asparagus Launch Vehicles
SourMonkey replied to AustralianFries's topic in KSP1 The Spacecraft Exchange
I've started to experiment with part clipping and all its glory, and it does wonders for non asparagus staged craft. This one likes to explode on the next stage separation on occasion. I thought I had a picture of launch on this one, but it doesn't use asparagus staging either, so I'll put it here. I have some others I might post later, but with no working spoiler tags it's probably not good for me to imagebomb this thread.