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KSP2 Release Notes
Everything posted by Panzerbeard
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I'd like to request a version of this in hot pink with cupcakes and rainbows. Seriously, make it happen. Oh, and sprinkles. Ooh, I know, streamers!
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If you look out to sea from the Space Center, there are some small islands fairly close by; you can see them from the launchpad. The closest one of these has the airport, you should be able to see it quite clearly if you get close enough to it
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That.. that's beautiful
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Hah, thanks
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I just took it easy and had a nice cup of tea
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Yeah, Steam Workshop would be a convenient way of sharing .crafts and mods, but the issue is that people would start using it exclusively, meaning stuff might not be available to non-steam players. I'm hoping that by release they've got some sort of sharing system for .crafts integrated into the game itself, and the Spaceport is no longer terrible.
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Not really, honestly, unless you've landed right on the border of two biomes, you'll have to drive a long way to do anything useful with them that you couldn't do with the lander. I've not done a Mun-landing in career more yet, so I don't know how the biomes work there, but if the bottom of a crater counts as a different biome I guess you could use the rover to investigate nearby craters, that shouldn't be too far. I'm hoping that in the future the terrain scatter objects, like trees, moon rocks, etc, can be inspected individually, that'd give us a reason to drive around. Actually, on that note, do you get anything, science-wise, from anomalies, does anyone know?
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Thanks for the replies, guys. When you say "vertical stabilizer", do you just mean a tail fin/canard? Also, how important is yaw, for atmospheric flight, just out of curiosity? When should I be using it as opposed to just rolling and pitching? Sorry if I seem incredibly noobish here- I can put sattellites into a Moho orbit or land on the Mun easily, but the humble aeroplane has bested me
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This is in the correct section, right? It seems like the right section. Sorry if this is not, in fact, the right section. So, I've never really touched SSTO's, Spaceplanes, Planes, Helicopters, Giant Catapults or indeed any other form of atmospheric travel in KSP before, and I thought I'd give it a shot today. I'm not looking to make a spaceplane yet, just a good-old regular plane I can use for exploring Kerbin and buzzing farmers (look, I can pretend, ok?). After a bit of trial, error, and burning, I came up with this little thing, that seems to fly reasonably well. (that is, it stays in the air and doesn't evaporate when I try to turn it). My first issue is this: while it keeps a heading more or less perfectly on its own, the nose wants to dip down a few degrees whenever I touch the controls- even a minor roll will drop the nose down and force me to readjust it. I thought this would be a CoL/CoM problem, but the CoL IS slightly behind the CoM (that's half the reason why I have so many wings on the back. The other half is that it looks cool. Obviously.), so I don't know what's causing it. Secondly, the turning is very twitchy and jerky, even with precision controls turned on (I use a 360 controller for flying; left analogue stick for pitch/yaw, shoulder buttons for roll). I tried removing the control surfaces from the upper and lower wings, which helped a tiny amount, but it's still not very smooth. This might be exacerbated by my first problem, though. Also, any general flying tips? Specifically, turning and landing. For turning, I've just been rolling to a ~90 degree angle, and gently pitching up, which I assumed would be the best way of doing it. And although I can land 5 times out of 10 on flattish ground, if I'm lucky, I seem to take about 5x the length of the runway to do it. I'm not sure if it's just incompetence, lack of practice, or some vital flaw in my plane design or flight technique. Cheers, Ash.
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What to do while waiting for phase angles?
Panzerbeard replied to Sundancer's topic in KSP1 Gameplay Questions and Tutorials
They do, I think that was one of the advertised features of the subassemblies, the fact that you can attach rovers or spaceplanes to rockets without the usual hassle. -
It's not confusing in the slightest. And the reason that "spamming the activate and transmit buttons" is tedious is that you're not supposed to be doing that. The optimal approach is still to return the craft to kerbin, you have the option of repeated transmissions if you want them but that's obviously not going to be as efficient, especially in the earlier tech stages when you don't have access to decent power sources. I agree that the system definitely needs improving beyond "arrive at destination, click button, obtain science, go home", we need varied experiments, research stations, useful planetary/lunar bases, etc, but that'll come in time. Alpha is Alpha, people.
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Space Station Science?
Panzerbeard replied to Lexar's topic in KSP1 Suggestions & Development Discussion
Yeah, something along those lines would be good. I was kind of disappointed that there is no real point in building a 'science station'; by the time you've got the tech to put a decent station in orbit, you've already gained all the available data from kerbin anyway. -
A theory for why Kerbin's gravity is disproportionate
Panzerbeard replied to JMBuilder's topic in KSP1 Discussion
I blame Kerb'thulu. Damn cosmic monstrosities from the realm of nightmares messin' with ma physics! -
Anyone ever found Monoliths by mistake?
Panzerbeard replied to AmpsterMan's topic in KSP1 Discussion
I found the Armstrong Memorial accidentally with my first ever rover; I landed about 8km away from it and followed what I thought was a graphics glitch but turned out to be the blinky-pixel of easter eggness. Never found any of the Monoliths though. -
Poll: Kerbal Space Program's Mun Landers
Panzerbeard replied to AncientAstronaut's topic in KSP1 The Spacecraft Exchange
This was my Selene II design, only deployed once for a rescue mission (the legacy of the Selene I project..). I only launched it with 2 crew members instead of the usual 3, so I'd have room for the stranded kerbal, but it still counts, right? I've done 4 or 5 missions with this little thing, the Selene III, but I never thought to take any screenshots of her returning to Kerbin. -
How do you attach YOUR rover?
Panzerbeard replied to aimeilian's topic in KSP1 Gameplay Questions and Tutorials
Nothing fancy, just a couple of cubic struts and a small docking port. Obviously this isn't going to work for anything larger, and it's not really re-usable (not that you'd want to take the rover home anyway). I imagine you could do something a bit more sophisticated with KAS or whatnot, but I don't use any mod parts apart from the Kerbal Engineer and ISA Mapsat units. -
What happened when you first landed on the Mun?
Panzerbeard replied to rhj91's topic in KSP1 Discussion
I think your definition of 'landed' might need some rethinking -
Anyway to hide flags in map view?
Panzerbeard replied to Panzerbeard's topic in KSP1 Gameplay Questions and Tutorials
Oh, thanks a bunch, all, I had no idea that dropdown bar existed -
So, I did a quick search but couldn't come up with anything. I know how to do this in the Tracking Station, but I can't seem to find any way of hiding flags/other craft in the map view. I like to plant flags on every landing location and point of interest I find, so my Mun is getting extremely cluttered, just wondering if there is any way to hide them? Apologies if this is blindingly obvious or if someone else has already asked this. Cheers, Ash