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Everything posted by Panzerbeard
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With turbojets, no; they'll only function well below 70km, and so you're never going to be able to raise your periapse any higher than that to be in what KSP considers to be a stable orbit, you're going to need something that can apply some sort of force once you leave the amosphere. Perhaps stack seperators could do it, if you only needed a tiny amount of dV to raise your Pe? Otherwise I guess the only way to do it without Engines/RCS/SRBs/EVA-pushing would be exploiting some glitch in the physics.
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I love so many older games that I really couldn't choose a favourite. The one I happen to be playing at the moment, though: I wanted to push my 550Ti to the limit. Look at all those pixels! So many pixels! The game is The Longest Journey, incase you don't recognise it. Fantastic point & click that I never got around to completing, since I was about 7 when I played it
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Panzerbeard replied to KospY's topic in KSP1 Mod Releases
I'm curious, can the hook grab on to asteroids in the same way as the klaw? At the moment I can't really find much use for it since the magnet seems to be a better alternative most of the time, as far as I can tell. -
Nonsense! The surest path to safety is flooring the throttle and yelling "POOOWEEEEEEER!" at the top of your voice. It's hardly my responsibility if there just happens to be a planet in the way, now, is it?
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Really? My panic button is usually the "max thrust" button. Does KAC have a setting for that?
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Yeaaahhp, didn't notice until re-entry. In all fairness it actually flew pretty well, it got into orbit fine, but went into a flat spin when it was slowing down for landing. Turns out yaw authority is a thing that aircraft actually need. Who knew.
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I do everything I can to rescue them when things go wrong, and I always build memorials when they die. The memorial depends on who they are and how they died; Hensey died screaming in a flat spin while testing a spaceplane, so he gets an aeronautics memorial over at the abandoned hangar: Kerbals who die in a rocket launch get a rocket shaped one near the KSC (outside of physics range, though. I would do anything for my kerbals, but I won't have lag ) and if they die in a landing they get a lander shaped one on the mun. I take every death personally. ...that being said, I won't think twice about sending them into highly dangerous and risky situations or using them as test subjects. Health and safety is not, all things considered, high on my list of priorities.
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Started a new sandbox save, all stock except for NEAR, Proc. Fairings and Texture Replacer. I made my biggest spaceplane yet, and my first spaceplane in NEAR (I've always been more of a rocket man): Something is missing. Something very, very important is missing. You can probably see what, in fact, is missing... As a direct result of the missing part, I had to build a memorial to the terrified brave and foolish heroic pilot, Hensey Kerman. RIP in peace, Hensey. RIP in peace
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I am saddened by this but, I'm getting bored.
Panzerbeard replied to LostElement's topic in KSP1 Discussion
> getting bored with a game, therefore ADHD I don't think there's any need for that, now, is there? -
Why are former moderators allowed to keep their large avatars?
Panzerbeard replied to Robotengineer's topic in Kerbal Network
I think we need to take a moment and mourn the passing of the Vibrobird. May it live on forever in our hearts -
Why are former moderators allowed to keep their large avatars?
Panzerbeard replied to Robotengineer's topic in Kerbal Network
Giant animated penguins are worth being distracted for. -
[PLEASE ANSWER] Is there aliens in Ksp Or A Mod that adds them?
Panzerbeard replied to LucaBunny77's topic in KSP1 Discussion
I have the time but lack the knowledge, skill, and attention span -
I think the cutoff point will still be 70k, but it'll probably be a much smoother transition from ground to that altitude, like we see in FAR. I think the game still needs a point at which it can say "this is space", and that probably won't change.
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[PLEASE ANSWER] Is there aliens in Ksp Or A Mod that adds them?
Panzerbeard replied to LucaBunny77's topic in KSP1 Discussion
I think the easiest way to add in extrakerrestrial (it's a word, don't question me ) life would be using the Terrain Scatter system. Obviously it wouldn't be animated in any way, but things like plantlife and large patches of algae on Laythe is a possibility. I highly doubt we'll get in any complex lifeforms or, say, alien spaceships. Don't think that's something that could be easily modded in, either. Actually, thinking about it, you could maybe use the system contracts use to generate stranded kerbals? The contract generates an abandoned craft somewhere, and you have to return it to kerbin for a large amount of science? Maybe even treat the UFO as an asteroid instead. I don't know how viable it'd be to do that through modding. -
About 75-80ish usually. If I know I need to rendezvous it'll be at 100km to give me a little extra room, and low-orbit stations are usually at 150.
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Panzerbeard replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Good to know, thanks. I'll probably just keep waiting until it's properly updated or there's an alternative, personally. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Panzerbeard replied to Thesonicgalaxy's topic in KSP1 Mod Releases
If you mean EVE, for some reason it hasn't been touched since september, I don't know what's been going on with it but it does apparently work fine in 0.90. I used it through 0.25 for a while and it seemed okay, I did get one or two problems but that may have been a problem with too many mods anyway. -
SPACE STATIONS! Post your pictures here
Panzerbeard replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Yah, but that's when you stick even bigger rockets on it. It's turtles all the way down -
SPACE STATIONS! Post your pictures here
Panzerbeard replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Yeah, the fairings would definitely be a problem. You could probably do it by docking every segment together in orbit manually,if you had the patience for it, but that'd take aaaaages and also bring the partcount up. Or you could just forget the fairings and launch it all as one piece. There are no problems that can't be solved by adding more power -
SPACE STATIONS! Post your pictures here
Panzerbeard replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Not all that difficult if you abuse struts and the nonexistent stock aerodynamics. I'd probably need multiple launches in FAR. (assuming you were talking to me. If you meant someone else disregard everything I said ) -
SPACE STATIONS! Post your pictures here
Panzerbeard replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Not really anything impressive, I'm usually very uncreative when it comes to space stations; just stick everything in a straight line and get it to space, keep it simple, keep it practical. Was just messing around in the VAB and spewed out this, though, I kinda like it. It was originally going to be a slightly DS9-inspired thing and then I just went a bit silly -
As people have said, you'll just have to live with it unless you want to send a manned rescue mission. If you want to cheat then just edit the persistence file, it's not gonna magically repair itself otherwise. And, really, dealing with unplanned problems is a big source of emergent gameplay. Losing is fun, after all On a slightly related note, I'd suggest rebinding the rover controls to the arrow keys; that way you can drive around without also applying torque from the reaction wheels, which is what happens when you try using WASD for rovers. You could just use docking mode, as Eddie said, but having them on seperate keys and using normal flight mode gives you more options, since you can still manually control the reaction wheels with WASD if you need to.
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Well, it would help if we could see some screenshots of your rocket, and if you told us what you're currently doing when you launch it Generally speaking, though, getting to orbit will use up a lot of fuel; punching through that thick atmosphere and getting up to orbital velocity takes a hell of a lot of delta-v. As the saying goes, once you're in orbit you're halfway to anywhere. You can do a complete mun landing + return mission, even go interplanetary with less fuel than it takes to get into orbit from KSC.
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Has anyone explored KSC on foot?
Panzerbeard replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
I like to fly around it in small maneuverable planes/gliders, it's good fun to swoop around. Also it's an ideal testing ground for rovers/buggies, since there's plenty of sharp turns and different slopes. I also just take some kerbals for a joyride around the place for fun and to look around, they put quite a lot of detail into the place, if you really take the time to look around. Jeb tried doing that from one of the Mun arches. ...it did not end well. -
Squadcast Summary (2015-01-31) - The 'Wait For It..' Edition
Panzerbeard replied to BudgetHedgehog 's topic in KSP1 Discussion
That is definitely a concern, and I'm not sure how they'd go about addressing that; bear in mind, though, that while we might be getting reduced efficiency across the board, we're also going to be able to refuel on the surface now. I feel like perhaps they're pushing for more creative landing/orbit solutions; engines would be less efficient, but they're revising the aerodynamics, making spaceplanes a far more practical option for atmospheric bodies. At the same time, we have the mining fuel system, making some sort of Mars Direct style mission preferable for places like Tylo or Moho. I feel like a nerf would be a good thing, personally, it'd make the system seem lager, as Renegrade said, and add certain obstacles when dealing with the less accessible planets/moons, which can be circumvented by taking a different approach. We'll have to see how it pans out, though.