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DoToH

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Everything posted by DoToH

  1. 1.0 is great, though bugfixing is needed. Please take care of radial/mirror symmetry bug in SPH (I hate that one).
  2. Claw bug, probably. Weird things happen when you stop timewarp (and leave on rails mode) with someting attached (asteroid or another ship).
  3. Maybe not. Depends on your rocket designs. I tried my stock rockets in FAR and they fly nicely. OTOH, planes won't make it.
  4. Having old tower back would be nice for a while (one or two days) just to see people who joined post 0.19 raging.... the rest of us know how to deal with it (mostly). I know... I'm a bad guy :cool:
  5. Aside of other "uses" that male kerbals may find, I suppose female kerbals will have the same traits as male ones (i.e. pilots, scientists and engineers), so gender will be just aesthetics. Maybe I'm wrong....
  6. First: Kerbal Alarm Clock (as everybody said) Second: Set an alarm to come back later whenever you leave your ship in an unstable orbit (as tomf suggested). A 0 inclination highly elliptical Kerbin orbit with AP over 9,5Mm may seem stable, but sooner or later you'll have a mun encounter.
  7. ^^^ this. Not my favorite, but my bet.
  8. The claw was kraken bait in 0.23.5. Lost one save and some ships in another save because of claw bugs. I don't use the claw since then. Unless they fix it, my mining operations will be planet-surface only. And my advice to people planning asteroid refuel stations is: use F5 and learn how to edit persistence file.
  9. Best way to learn how to build big (and stay in one piece).
  10. 12 I usually play sandbox, but tried one career save with each new KSP version. At the moment I have 6 different installs from 0.22 to 0.90 (including one 0.24 for 64 bit exec) (I've lost versions from 0.18 to 0.21 due to HD problem). I keep two saves on each version, my main play save (sandbox) and a career just for testing career mode. Obviously, I only play actively the last version sandbox save, I keep old versions just for "historical documentation".
  11. I like the "colony fleet" approach. Have your ships in LKO with their transfer stages ready, as SmallFatFetus and impyre said. KAC is highly recommended. You can do mid-course burns to time their intercept with Duna as you like. Don't forget to set KAC SOI change alarms for all of them. In my 0.24 save, I built my Jool station and kethane reffinery this way. 11 ships parked in LKO waiting for launch window (5 for the station parts, 1 miner, 1 fuel hauler from miner to station, 1 with 5 scan sats, 1 tug and last 2 with fuel ressuply). Shame I lost the screenshots.
  12. Build your lander with a SSTO rocket launcher. Put at least 1 docking port in the launcher. Once in LKO, don't ditch the launcher, just refuel it and you'll end with a high TWR interplanetary ship with more than 4500dV. You can go wherever you want. High TWR is recommended for Moho trips (because its small SOI, capture burn is easier). Your interplanetary burns will be much shorter and thus more precise. That why I don't use nukes. For the return trip, with a high dV lander, you can return with just the lander, refueling it with fuel not used from the main ship and aerobraking/aerocapturing at Kerbin. With low dV landers, add a pod and a crew can to the launcher. Once landed dicht the lander and return with the launcher (refuel mission might be neccesary)
  13. Maybe those features you are assuming finished or almost finished are not as finished as they thought when they wrote said devnotes. Maybe it's the reason to ask us what we think about pushing back some of them. We have no more info about their real progress, only a vague "we bite too much" with nicer words
  14. Having to postpone features is, IMO, a valid reason to move their deadline.
  15. Mistrusted? Some of us trust them. Radial decouplers behave at their will. Slippery ladders and cannon hatches are features. RAM.... who needs. [/sarcasm] Edit to add: Managing to switch symmetry from radial to mirror in some cases is a game on its own
  16. Not to mention the claw is bugged. I trashed my asteroid base because of claw bugs.
  17. With the new ISRU planned for 1.0 we need tools to connect and transfer resources from our miner/collectros/whatever while landed. I know we can dock on surface, but it forces too many constraints while designing. Back when I installed Kethane, installed KAS too, just for the resource pipes and connectors. So I suggest some kind of connectors and pipes to be added to stock game for 1.0 (don't know if devs have plans on this). The way KAS manages them is very simple (for the player) and allows many different base/miner setups. I'm not asking for KAS to become stock, I'm just asking for a similar way to manage pipe connections while landed. KAS is much more than these pipes, but the ability to connect two ships while landed is going to be very useful, even if we can't place connectors in EVA and need to build the ships whith them pre-installed. Cheers,
  18. I can land a heavy SSTO rocket at KSC, but my fuel efficiency at precision landing is terrible. Part recovery would be ok, but fuel costs....
  19. Worked!!! Reached orbit with 1300 DV to spare with a desing that barely made orbit before. 300t rocket lifter was a way to say that I can handle medium complexity rocket designs without problems. Lift the same payload with planes is way off my objective. I just want to do some satellite and rescue missions (and maybe refuel my station up to a orange tank) to LKO without needing the old "go out and push" to deorbit.
  20. I play KSP since 0.17 or 0.18, mostly sandbox mode, with some occasional career mode tries, because I never found career funny. I can go and return almost anywhere in kerbol system with rockets (didn't bother to return from Eve, but it's a matter of packing more DV...) With 0.90 I decided to give creer mode a serious try, and now I'm stuck with something didn't bother to do before: make a SSTO spaceplane capable of lifting heavy payloads. I have some desings that get to orbit, but without payload and with little DV to spare. I can lift more than 300 tons with SSTO or multi stage rocket lifters, but that approach is too much expensive for early/mid career. I read some threads about optimal ascent profiles with spaceplanes and many people say to climb to 35K or more on jets. My spaceplanes only get to 25K on jets, then flameout makes impossible to climb more. At 25k I can't build up enough horizontal velocity to reach orbit easily. So.... how do you manage to get higher than 30k on jets?. The only way a ever got that high on jets was with a little spaceplane fully covered with intakes, and I want to stay away from intake spamming if posible. Important note I forgot to mention: stock aero. Never used FAR (only made 3-5 planes before) and I want to see how the aero for 1.0 behaves before installing FAR Any help is welcome
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