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kerbomatic
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Everything posted by kerbomatic
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Docking port used as non-stage sepatron
kerbomatic replied to Callmedave's topic in KSP1 Gameplay Questions and Tutorials
Some words of caution though since I very recently ran into a related issue: 1. If you have fuel tanks above the docking port, they will be drained first. Imagine the look on my face when I 'decoupled', saw the booster stage drift away slowly and then realized I had 0 fuel in my spacecraft left. Needless to say this craft landed on RCS thrusters without accomplishing its mission. 2. On the next flight, I 'cleverly' disabled cross feed manually to preserve my fuel before detaching. However, my craft had radial rocket engines attached to the docking port. Guess what; with cross feed disabled they won't get fuel. And after detaching there is no way to re-enable cross feed (without docking again, presumably). The flight after that I carefully re-enabled cross feed after shutting down the engines before undocking. -
I enjoyed the movie a lot although perhaps I'm too much of a fan not to enjoy it. My favorite pet peeve though, currently, is as follows (and I think this does not constitute a spoiler in any way but if you're skittish or don't trust me, look away now): I happened to watch the movie in '4DX' (which may be marketed by different names in different countries?), meaning with extra effects such as moving chairs and air circulation. So, not only do we get to see the Enterprise go to warp with a loud 'wish-bang!' and the accompanying visual effects; now, we also *feel* the woosh of wind blowing as it does so! For sc... I mean, for entertainment! That really grinds my gears, if you get the reference.
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If Star Trek was set in the Kerbal System...? I promise this thread will be a bit different from the other threads. Also spoilers explicitly allowed. You may conveniently ignore that there is only one Kerbal System and no warp drive. I'll start us off: - If Star Trek was set in the Kerbal System, I would wonder how those warp nacelles manage to balance center of mass vs. center of thrust (curses, you KSP!) - ... I'd wonder how they get from the Mün SOI into the Kerbin SOI so fast - Sulu must be really good with those maneuver nodes. - ... criticize the builders about how inefficiently they placed their RCS thrusters and expect to see more struts between the saucer section and the rest of the ship. - ... Jeb would be playing Kirk (obviously) Surely you guys can do better than this Full disclosure: long-time Star Trek fan.
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What to do once returned to kerbin?
kerbomatic replied to Callmedave's topic in KSP1 Gameplay Questions and Tutorials
In career mode I'd just expect to be required to land within X km of KSP and if that fails a 'rescue' mission would have to be mounted. A cinematic would be a cool bonus but yes, it should be skip-able... -
Actually that depends on what operating system you use. I use Linux and I don't even know how standard the way is I get it, namely right-Ctrl + " + u, which is actually shift, right-ctrl, ', (release), u. What might also work and should be easier is just copy/paste someone else's ü
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Congrats on your persistence and finally landing on the Mün! Could you be a bit more specific with what kind of help you need? Is it just those craft files or do you need more pointers? For example, do you spend a lot of fuel getting to the Mün, do your landers run out of fuel, do you crash sideways etc... Edit: it seems you're asking specifically about sending 3 Kerbals instead of 1, so perhaps you have problems scaling up?
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Space.com gallery of future starships I know that this particular page is well over a year old but I'll use it as an excuse to thank the devs for creating a game that allows us to tinker with ships that look almost exactly like the ones pictured in that gallery. I'm still hoping that SKYLON will ever see the light of day; reading a book about the HOTOL project when I was a kid was part of the reasons I got interested in space.
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People are surprisingly passionate about how they play their game. But then again maybe this is not surprising if they are really into it. Just to strike a reconciliatory chord: Personally I wouldn't want to play the game with add-ons that do everything for you (MechJeb I'm looking at you). However, this thread made me realize that using quicksave/load is not all that different in the sense that it guarantees a certain outcome. I fail to land my lander and may reload until I get it right. MechJeb might do a perfect landing and I might argue that I could have done it myself. In the end, the sandbox gives me the opportunity to roleplay a certain way and in this case I accept pretty much all 'non-lethal' failures and some of the lethal ones. For example, one of my early space stations imploded because I accidentally throttled up and both rocket-powered ends just slammed into each other. It was a spectacular 'oh fuuuuudge!!' moment when you hit random keys trying to make it stop. I didn't go back and it's all part of the growing story line, RP-style. As many people have said already; you play the game you like it and I play it the way I like it. Especially in the sandbox. If you go into the fabled future career mode, you basically accept a certain number of challenges the devs have set and you either accept or you 'cheat'. There's no inherent good or bad in that either.
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Same here. If I spend hours trying to dock and at the last moment there's a big crash and everything turns into debris, that's not how I want to enjoy the game. However, there are also games like FTL where there is no such option on purpose. If that's part of the game design on purpose, I totally accept that. FTL is set up in a way that doing another run through takes effort but not more than an hour or two. In KSP however having quick save makes perfect sense. No more, no less.
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Warm fuzzy feeling is exactly how I would describe it too. You say you already started optimizing the use of the craft - that's exactly what I would recommend. Get that last bit of performance out of your creation before moving on to the next one
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Boulders on the Mün?
kerbomatic replied to kerbomatic's topic in KSP1 Gameplay Questions and Tutorials
Great. Invisible seams in the ground makes sense. I tried the default terrain settings very briefly which seems to resolve the issue. I will test more but for now I consider my question answered. Incidentally, the rover sat next to a stranded spacecraft which, after changing the setting, found itself suddenly about a kilometer or so above ground The rover had a front row seat to its subsequent crash. Apply settings with caution! -
Boulders on the Mün?
kerbomatic replied to kerbomatic's topic in KSP1 Gameplay Questions and Tutorials
Alright here's the file: http://rapidshare.com/files/2709626295/persistent.sfs I'm assuming this will allow you to try to drive the rover yourself? If you head down hill (straight north) I can almost guarantee that you will hit an 'invisible rock' eventually... -
Boulders on the Mün?
kerbomatic replied to kerbomatic's topic in KSP1 Gameplay Questions and Tutorials
Sorry I'm still on probation so response is laggy. I will look for this file tonight! -
Boulders on the Mün?
kerbomatic replied to kerbomatic's topic in KSP1 Gameplay Questions and Tutorials
Thanks guys. I may just have to land a heavier rover and/or more of the same to see what happens For science! -
I have a newbie question to anyone who runs KSP at high-ish graphics quality and drives rovers. Since I have an old laptop, I run KSP at the lowest settings. This means, for example, that I see very blurry textures on the Mün and no rocks or obstacles of any kind. Yet from the youtube videos I know they are there, although I always thought they could be safely ignored. Recently, I landed a tiny rover on the Mün. After driving around for a bit, I seem to have gotten to an area riddled with invisible rocks that, when I run into them, almost launch and generally topple my little rover. This is at speeds of a mere ~2-4 m/s. Could someone confirm that this is indeed caused by rocks that I could see if my computer were capable of displaying them? Alternatively, could they be random terrain features like fractures or ridges?
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Right now I'm looking forward to those flags & plaques because we know they're coming. And really, isn't planting flags what exploration is all about? In that context, I would enjoy having to send mapping missions to places to get a detailed view so perhaps my vote would go there. All in all, I am really enjoying the sandbox setting so I have to concur with Tex_NL's post about not creating a resource-gathering RTS. However, having to worry about life-support makes perfect sense to me. I had Bob orbiting the Mun for several days by himself after he got out of a doomed and horribly flawed spacecraft (noob mistakes with RCS ports and fuel capacity...) while a rescue party was mounted back on Kerbin by Jeb & Bill - but it was a bit of a stretch of the imagination.
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Hello all! Just to say hi and mention how I got here. I was perusing the SimCity Reddit last month because of the issues surrounding the SimCity 2013 launch (long term SC fan) when one comment caught my eye that mentioned for some reason that a game called Kerbal Space Program has a very active Reddit. Kerbal Space Program! I had never heard of it before but the name instantly peaked my interest, being a long time space enthusiast and professional astronomer. I quickly found kurtjmac's hilarious Youtube series, downloaded the demo the same evening and a few days later I bought the full version. I was happy to support this independent effort that is even produced in the same country where I (temporarily) live. I was also pleased to see that I could install a native Linux version. All this to say that word of mouth and the active KSP community has enabled me to find you guys and converted me into one happy customer! Keep up the good work