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quietsamurai98

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Everything posted by quietsamurai98

  1. Solar? To answer the question, I like to make a ship with a ton of habitation modules and parachutes, undock, and remotely deorbit the station.
  2. Hey people, Quietsamurai98 here, with the official KSP SSS LP Thread! I just started making videos, so please any feedback would be helpful. Link to the playlist: Samurai Space Services is a career let's play, and has no mods for now. Please, leave any suggestions/feedback here in this thread or in the video's comments on Google+, if you don't mind having it shoved down your throat.
  3. You could make a bunch of nerfed versions of stock parts for early unlock. Stuff like mini-batteries, Krash Test Dummy pods, weak motorized wheels...
  4. I've been waiting for this exact post for weeks! THANK YOU!!!
  5. I feel like a bit of an idiot asking, but where do I get an assignment/mission? Did I fall asleep for a second during the ISSO Piloting Orientation and miss it? Better to ask then do than to sit confused I suppose.
  6. If you add a the best launch time for each possible place, checking your site will become a standard craft design/pre-launch step for me.
  7. When I first saw this effect, I instantly thought of the space core, when he was talking quickly.
  8. So, I went on EVA with Jeb, then put 4x time warp on. After that, I installed bandicam to record this. It looks like he's muttering to himself. Or having a Gravity-style panic attack, with less panic and more crazy.
  9. False The person below me is confused
  10. The Kennethian Institute of Space Studies (KISS) would enjoy the opportunity to offer piloting services, if still desired.
  11. I personally laughed at the first one
  12. Today, after setting up my new gaming desktop to replace my years old decrepit school laptop, I realized that KSP runs at more than 10 fps. I then used this new bullet-time like effect to get 250+ science on the second launch of a new career game.
  13. Err, Tier 0 is tier 1, ie, they are both the first parts unlocked...
  14. I was testing until I realized manley was using FAM.
  15. After a failed test-launch of a SRB Probe, I was pre-launch on a manned mission. Suddenly, a wild SRB cluster appeared! It used Rocko-Crush! It was super-lethal!
  16. You could make a scenario with the craft already in orbit, to prevent any cheating. Also, there should be two high score lists, one for flights with mechjeb and one for those without, to placate the warring factions of PureKSP and MechJeb .
  17. Where do disabled mods go? I accidently disabled a mod i had installed before finding this, and I cannot find the mod folder. Not recycled, in downloads, --MODS-- folder, etc. Anyone know where disabled mods go?
  18. In the future, I would love to see an included camera that looks like this: I believe that the camera shown is for a model rocket, which actually are powered by a bunch of SRBs.
  19. I decided to try and help the OP, if needed, so I revised the OP for us forumers ease of use. Challenge: Send a 3-man rocket up to Minmus-high orbit, but then burn retrograde before entering Minmus's SOI, thus turning the craft's orbit into a vertical dive bomb. Then dump all non RCS fuel. Now, to avoid a national disaster, send up another craft to save the doomed Kerbonauts from becoming a pancake. Scoring: 100 pts for every Kerbonaut that makes it home, max 300 points 35 pts for docking with the doomed ship 20 pts for forget- *cough* that is, intentionally not using a parachute to land on Kerbin 50 pts for using only stock parts 65 pts for having the doomed craft land on Kerbin safely, instead of being vaporized 470 pts possible, which means a perfect rescue mission. Scoreboard: zarakon-470 (Perfect Score!) RickRastardly-385 ~~~This~could~be~you!~~~ ~~~This~could~be~you!~~~ ~~~This~could~be~you!~~~ Hope the OP sees and uses this revision! Just trying to help! The Quiet Samurai
  20. Basically, the mission goes like the following? Wait so you meet up with your Low Kerbin Orbit Fuel Depot after exiting atmosphere. Launch! Begin G-Turn at 10km. Burn until Ap. is about 100km. Maintain Ap. of about 100km. Safety Check! Everything is all good? Good! At 69km, cut engines, warp untill rendezvous with the LKOFD at Ap. of 100km. Realize you miscalculated the launch timing so that you rendezvous with the LKOFD. Again. Desperately try to use whatever fumes are left in the liquid fuel tanks and some RCS to avoid crashing. Fail. Send Bill to save Jebediah's psychotic butt by sending him up too, see steps 1-7, only to rendezvous with Jeb. Dock with Jeb's ship. Desperately try to make a ship that weighs hundreds of tonnes that's falling straight down go sideways. Succeed. If that's what you mean, then, thats roughly what happens every other time I try to rendezvous with my LKOFD. I have trouble planning ahead, and it shows in the VAB.
  21. It could be handy to have a summary of the Developer Updates section. For example, the August 13th KSP Weekly's Developer Updates summary section could look like: Developer Updates in Brief R&D Lab: Harvester: R&D Scenario Module now starts up when starting a new game. Romfarer: R&D GUI is nearing completion, with most of the graphics created and a working prototype complete. bac9: Model for R&D Lab is progressing nicely, and after it is finished, work on R&D content to indicate Research progress will begin. SAS, VAB, and SPH: C7: SAS has been being tuned and tested all week. C7: Feedback to the UI about what mode the SAS is in was increased, which means a better idea of what exactly SAS is doing. Mu: Sub-assembly loading system for the editor is being being worked on. The Launcher: aLeXmOrA: Work on a Launcher feature allowing the Launcher to check if the installed version KSP is out of date, and if so, allow the player to update. aLeXmOrA: Visual button effects for the Launcher UI were tweaked. Samssonart: Working on a way to change game settings in the Launcher, without having to start the game. DanRosas: Finished mockups of the Launcher screens. Experimental Team/Testing Ted: Plans were tweaked so that Testing will go smoothly as possible. Ted: The Tracker was changed to increase ease of use for the Testers and Developers. Ted: Experimental Team applications for OSX and Linux Testers are now being accepted. Miscellaneous: DanRosas: Finished mockups of the settings screens. Also, a 3D backdrop for the Astronaut Complex is now in progress. N3X15: New Spaceport 2 features like Addon editing, creation, and tagging are almost complete. C7: Unity upgrade still being tested, there are a few minor bugs that will be ironed out this week. TL;DR (Harvester): The Dev Team is making good steady progress, but there is still much left to finish. Anyways, a summary type thing could be good for people who want updates that are quick reading and more organized. Just a thought, The Quiet Samurai P.S. I know that there are direct quotes from the article. But you don't care, unless you're my old citation-crazy 8th grade English teacher, right?
  22. Yes. Yes yes yes yes yes yes. I must have this texture. Someone, get on that, please!
  23. Can you do something to the title that indicates that this addon is just to retexture stuff, not to add new celestial bodies? Like 'Universe Retexturer' or 'Universe Replacer [Add custom textures to KSP]' or something like that. This is the fifth time I've clicked on this thinking that it adds planets, and its a useful addon, but it is getting annoying to get my hopes up then crushed... Kthxbai, The Quiet Samurai
  24. One way is that there could be Colony-inKerbal Packs*, which carry parts for a new Space Center, and the player would need to launch enough to an exoplanet to build the VAB, Launchpad, etc. so there is a quick way to get to another system, but you need to put some serious effort to set it up. *That's a reference to the game Spore. In Spore, there are colonies that you can just plop down on a planet called Colony-Incredi Packs.
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