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Scarecrow88

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Everything posted by Scarecrow88

  1. Also make sure, if you are using the senior docking ports, that they are fitted the right way round.
  2. Having had a quick look at the persistent file it appears there is a toggle that allows reincarnation - or not. By default it is set to allow. I may be reading it wrong but it only seems to be there for Jeb, Bill and Bob, so if you kill any of the new applicants, it's possible that may be permanent. It also seems to be keeping track of achievements. May not have any significance in this patch but is possibly there for future career mode.
  3. Extra hills on the Mun make finding a flat spot to land rather more difficult, and I haven't tried driving a rover there yet, but I imagine it's going to be fun.
  4. As we start off with three orange suited crew, the stalwarts Jebediah, Bill and Bob, I was wondering if any of the new recruits will change their attire to orange if they manage to successfully complete a number of missions.
  5. Zero for me. Only have manned flights in proven designs. Any testing is done with unmanned vehicles.
  6. I had that problem. Kerbal had fallen out of the rover seat, but the game thought he was still in it. Didn't have the option to make him leave seat or anything else. Trying to move the rover also moved the kerbal, but they moved at different rates so they soon became a fair distance apart. Only way I was able to sort it was hit the end flight button, which was annoying.
  7. Started bringing Kerbals home from far flung space stations and moon bases, so that the outposts can be de-commissioned pending the release of 0.21.
  8. Be nice if they introduced a few more, though I've only found a couple of the original ones.
  9. The problem you have there is that your images are square whereas the flag needs to be a rectangle, with the longest side being 1.6x the length of the shortest side. If your starting image isn't to the same ratio, you have three options; resize to the longest edge, in which case part of your original image will have bits cut off the top and/or bottom; resize to the shortest edge, which will give you a white border to fill out to the right length; stretch your image to the correct ratio before resizing, but this will distort your image making the planet an oval.
  10. I had a go as it's only fitting I suppose. I tried to follow the ethos of the original mission, rather than try to follow every detail, so the lander is packed below the command module and needed to be docked with once in orbit, but it's only one stage rather than two. On the launch pad waiting to go. Climbing to parking orbit Jettisoning the Munar injection stage Established orbit around the Mun Landing spot near the memorial Kerbonauts plant their flag at the memorial Lander rendezvousing with the Command module Arriving back at Kerbin close to the KSC Home safe
  11. Strangely enough, just as I switched my PC off, a sudden thought hit me that I had put 1967 instead of 1969. When I turned it back on to check, yep there it was. Needless to say, I've made a quick correction in case anyone wants to use it.
  12. Just saw the request for a flag, and didn't have a lot of time to work on it, but hopefully this will be better than nothing.
  13. Before launching your space station core, you might want to design a small, manoeuvrable craft, launch in to orbit and then launch a second one to practice doing a rendezvous and dock. A lot of people find this particular task to be one of the most difficult to master, and you would be better practicing with two craft that are quite manoeuvrable rather than trying for the first time with your space station and subsequent attachments..
  14. I made it a priority to ascertain where the memorial was and make a visit, which I did yesterday.
  15. Actzoltan have you tried launching that ship yourself? Just ends up as a giant fireball about 4m off the pad when I tried.
  16. I applaud the WW1 sentiment, hence your insistence on bi- or tri-planes to meet that theme, but then you go and spoil it by offering bonus points for air-to-air missiles and lasers etc.
  17. I had a quick go and have a couple of observations. Firing the solid boosters only at launch means you are carrying the dead weight of all those mainsails - why not add them to fire at launch rather than carry them until the solid boosters expire. The RCS on your upper stage is slightly unbalanced, and the control thrusters on the booster tanks are not required. Once you have ditched the lower stages, the command capsule is pretty agile on torque alone, so you may not need any RCS, but if you must, change the tank on top for a couple of small round tanks attached to the main fuel tank. Once your aerospikes have used up all their fuel and you jettison the tanks, you also jettison a load of unused RCS fuel. Rather than have an RCS tank and fairing on top of your command capsule, I would rather have a docking port. I would also add parachutes and a decoupler above your ASAS. This at least gives your Kerbals a chance of landing or being rescued if it goes wrong. Currently you only have the two single man capsules capable of landing anywhere which would leave one Kerbal with no options of going anywhere other than to EVA over to a rescue ship. The command craft can get a bit unstable after you have dropped one of the landers, due to the unbalanced mass, but it's not impossible. The one man lander suffers a bit more instability, due to the remains of the decoupler leaving it unbalanced, and I struggled to keep it under control during landing. Other than that, I think the craft has a fair bit of potential, so I hope you find a way round your lag issues so you can try it yourself.
  18. First thing I thought was 'redeye' till I read that it's supposed to be a target. But as Spikey said, whatever floats your boat.
  19. I have a stock craft suitable for going to the Mun and Minmus. It follows the Apollo principle of using a lander and a command module, and the lander also carries a small rover which works ok on the Mun, but the low gravity on Minmus affects it's performance to a greater extent. I have already submitted a thread to share it elsewhere, which also contains a load of screenshots, so rather than duplicate it all again here, I'll just add a link to that thread. http://forum.kerbalspaceprogram.com/showthread.php/37722-Munar-lander-with-rover Here's a taster of the command module and lander, with a Kerbal in the process of EVA'ing over to the lander.
  20. I try to standardise my action groups so that if I dock two craft together pressing an action key does the same thing on both craft. I use 1 for opening docking clamps, 2 to toggle lights, 3 to extend solar panels and so on.
  21. Can't see anything from that picture, it's too small. General principle of landing on the Mun, or pretty much anywhere else really, is to keep your craft marker on the retrograde marker and burn to kill your speed. If that's what you are doing, not sure why you would struggle to get below 30m/s unless you are running out of fuel.
  22. Thanks for the ideas, suggestions and comparisons guys. Had a look around and managed to get a reasonable deal on a laptop sporting the following: 3rd Generation Intel Core i7-3537U 1TB 5400RPM SATA Hard Drive AMD Radeon HD 8730M 2G DDR3 8GB2 DDR3 SDRAM Hopefully that should be enough to run KSP without too many problems and without having to turn all the graphic settings to minimum.
  23. I've just created my own by sending my screenshot to my phone and then selecting it to use as my wallpaper. Simples.
  24. I thought it was possible to regain your flag by putting your Kerbal in the capsule and back out again, but I might be mistaken.
  25. I find the 2 man lander can with a hitchhiker canister is a reasonably lightweight start with good crew capacity to base my rescue ship/lander designs on.
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