aleis
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Everything posted by aleis
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Editing The Staging Sequence In Flight: Exploit Or Not?
aleis replied to Torquemadus's topic in KSP1 Discussion
Case in point you can also complete build a probe missions by putting a probe core on a manned rocket, get it to the orbit, Eva your kerbal then switch to the rocket and complete mission. Is that also an exploit? -
Also don't forget your faulty conversions when combining project teams. Best really to make sure everyone uses the same math from the beginning
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Editing The Staging Sequence In Flight: Exploit Or Not?
aleis replied to Torquemadus's topic in KSP1 Discussion
A similar approach can be done by right clicking the booster and "activate engine" then when you get to altitude hitting space bar to actually stage the engine, which does nothing now add it is already active. -
Transfer engine discussion
aleis replied to Bigbootie's topic in KSP1 Gameplay Questions and Tutorials
For simpler missions lately I've started using transfer fuel tanks. I build my lander wide with engine sticking out beyond the stage below it and have a fuel tank on a decoupler with fuel lines running up to the lander. -
Why is the landing gear always activated when you launch?
aleis replied to Farex's topic in KSP1 Discussion
Landinggear.state.default=deployed While landinggear.state(any)=deployed (landinggearlight.state=on else landinggearlight.state=off) -
Why is the landing gear always activated when you launch?
aleis replied to Farex's topic in KSP1 Discussion
This has also bugged me but not enough to really say anything, but since it's already out there. Weather is on or off doesn't bother me if it's intended. But it's only pseudo-on forrocketsthatbidsme, because rocket Landing legs are not deployed by default, even though the button is lit . So if you want your gear to actually deploy you have to click the landing gear button twice. Once to turn off, which does not toggle landing legs, and then a second time to actually deploy then. If the button is "on"by default then landing legs should be "deployed" by default -
What would you want in the next update (0.90)?
aleis replied to EvilotionCR2's topic in KSP1 Discussion
Right clicking on periapsis and apoapsos, to make the altitudes of them sticky, instead of left clicking. This preventing the maneuver node creation when you don't want it. Also being able to focus on target future position. So I can tweak a node without crazy camera angles -
I like them for small probes as well, that I frequently add to my manned missions. Just feel if your going to go to the trouble to get a manned lander all the way to another planet the last you could do is leave behind a probe or two. And as they aren't the primary mission I make them as light as possible, with just enough dV to get them in the desired orbit without having to maneuver the host vehicle
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For all these people that do hard mode and call it easy I have to ask if they use a dV calculator of some sort, or space craft they Previous launched and know work in other games A player without this aid, or some similar mood, i think would find it very difficult.
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Stock here. Mainly because I've been burned on to many in development games with mods that stop getting updated. And I'm lazy I want my game to work always with out worrying if done mod hasn't caught up to the new update
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About night landing on mun and light in space
aleis replied to RainDreamer's topic in KSP1 Discussion
I have done this same thing as well and, it is the reason why I also include a spot light on all landers just in case -
Unlike the stork humans bevlieve in, kerbal mythology has baby's being delivered by the Dr.
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With the amount of umpf your putting into the first stage and the second orbit stage is not really a plane any more. Mainly a rocket. Think you could do better trying a Spaceship 1/2 approach instead using and airplane cradle to get to upper atmosphere then releasing a rocket that finishes the orbit Otherwise just make a normal stacked rocket. Unless I'm not getting your design in my head right
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Nah, just means you landed on the wrong end You know when I asked my patents as a kid why things had very obvious warning signs they would always respond "because someone did it..... " Your KSP agency now has to post "This End Up" stickers on all their rockets.
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What kind of contracts do you want to see in KSP 0.90
aleis replied to .DJFrostbite's topic in KSP1 Discussion
I think a refuel mission would be a good one. Space program X is contacting you to fuel an interplanetary craft, it needs x amount of fuel and this type of docking port Alows players to deside if they want to do one big launch or multiple small ones. Oh yeah and don't break anything Also I like the idea of putting pregenerated things in space either sats or rovers. Force players to make new launchers for the size shape or at least adapt the ones they have -
I was just disappointed you can't get off the ladder at the top and plant a real flag. Our have a way to "turn it on" so you can find KSP from orbit
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well said, unless your doing some challenges do it how you want.
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Hadn't thought of that. I was building them with decouplers since those stage Although I also tend to put probe cores on all my ships just incase something happens to the Kerbal. The super thin one is small enough you can always find a spot, and I've lost a number of mission when done one went Eva and the rocket thrust got bumped or the guy didn't quite bounce of that hill so well
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No pics add I'm on my phone but I tend to deploy them off the bottom of my lander like you, however I usually flip the lander upside down on the booster stage so it can securely attach and I avoid the complicated system of have the rover between booster and lander . Tricky part through is unless you have a probe core some where your flying the launch with grav ball inverted
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What will you use the Advanced Grabbing Unit (Claw/Clamp) for?
aleis replied to SebLavK's topic in KSP1 Discussion
Right click on the docking port and "decouple" -
Random failures of experimental parts
aleis replied to fairytalefox's topic in KSP1 Suggestions & Development Discussion
I'm against the idea. With the crazy requirements you some times get I try to make the best by using that par to do something. For example I needed to haul the large srb to orbit and test it. So I strapped a lander to the top with a little extra fuel and let the test part do most of the interplanetary burn. But now it might fall to actually go and I'm now going to be losing a ton of funds because the expensive lander is just going to orbit Kerbin for fun And squad said they want people to be able to use the parts on rockets so you can see how cool it will be when you actually get to unlock it -
Are you kidding? Test TT18-A launch stability enhancer at moon.
aleis replied to a8202286's topic in KSP1 Discussion
Thinking of a possible solution. Build a probe attached to the launch clamp. Protect the probe core with lots of ablative armor. Then Launch another craft on the run way or have one on standby near the pad to act as a sledge hammer. See if you can break it lose by ramming it, but not destroying the core. Then get a third ship with the grabby claw to haul it to the Munn -
early game rescue missions are way too easy for too much gold.
aleis replied to lammatt's topic in KSP1 Discussion
So did any one else notice that Kerbals are added to your team after you rescue them. And if you think of what this means, squad had finally although indirectly given us a look into the biology of Kerbal kind. They are spawned in space! This answers why theyou are so fixated on space even when is dangerous. So in this context I don't think a few ten thousand is to much to rescue a new baby kerbal -
Contract Parts Pictures
aleis replied to HunterForce's topic in KSP1 Suggestions & Development Discussion
Very good idea. Already accepted some contracts that are pretty impossible to complete and make funds. Because that part was not what I thought it was