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Everything posted by KerbMav
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As of now I am difficult to please when it comes to LPs. I want to see something relevant to the state of the game, so anything not at least .22 is out of the question by now. (Also I sometimes tend to sulk if the tuber/streamer does not use FAR/NEAR and just lifts whole cities into space.) I do not like heavy/obvious (part) modding, because I will most likely not use most of these mods and I do look for inspiration and something to learn from as well, not just pure entertainment. That does not mean a good moderator cannot make a series palatable for me! I keep returning to HOCgaming, Scott Manley, 5th Horseman, legoldfish and generally look for new series I might want to follow. Does anyone know a good German youtuber who does interesting KSP videos - and does not act as if he is commenting Streetfighter ... ?
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Not too much: Got the Explorer III into orbit around Pol, found Kethane on its pole, landed the Mining Lander and started filling up - eyeing the dV gauge as the boat gets heavier. The two gigantic solar panels cannot supply two drills though - that stock modification file makes things harder out here than DRE does at Kerbin! Still have to weld some solar panels to the manned lander - as I luckily noticed well before I needed them, they are still on another module that I added later and used as a cheap delivery system for the forgotten panels. Also noticed that I seemingly did not bring additional crew? So its just The Trio. Sent back lots of processed data and packed an extra round of everything for return.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
KerbMav replied to Arsonide's topic in KSP1 Mod Releases
Very interested in how it works when used together with Mission Controller Extended? -
In the same year: http://www.imdb.com/title/tt0139809/ What if ... this simulation/universe is already dumbed down like KSP is relative to our world? (Only on sun, always only one SOI, floating points etc.) OK, you basically answer this one here. But this assumes that the simulating universe is similar to the universe being simulated. What if ... our simulation/universe is as similar to the simulating universe as our world is similar to the cartoon world with all its wonky laws? You did very well.
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Oh, shut up Bones/Pille! I would love to live in a world build of your confidence in humanity. There is no need to specifically store the data on a transported hard drive, because for teleportation to work, you have to reproduce at the destination the position and situation of every particle, which includes the position and speed of an electron in a molecule even. So, your savegames are safe.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
Yay! Narf ... I thought NEAR was basically the same as FAR without supersonic magic? -
[Career] Satellite for everything?
KerbMav replied to 627's topic in KSP1 Gameplay Questions and Tutorials
Noone, as I learned only a few hours ago. It is possible to get into orbit around a planet by slinging around its moon (if it has one) and then lower the orbit over time - but getting into a moon's orbit seemed impossible to do with my setup yesterday. -
CargoSSTO Flat Lining at Low Altitudes
KerbMav replied to WDude4k's topic in KSP1 Gameplay Questions and Tutorials
Activate unlimited fuel in the Alt+F12 cheats menu and try again. (Turn it off again afterwards and never touch it again, ya hear me?! ) If the plane works better, you have a problem with the center of mass moving as the plane consumes its fuel. In KSP the atmospheres are smaller than in reality, so air pressure drops quite fast as you climb up. Thinner air means less controlability from wings and control surfaces. Although I think the center of mass is your problem here. -
I cant get to the mun on the demo
KerbMav replied to MASunderc0ver's topic in KSP1 Gameplay Questions and Tutorials
If you have trouble getting into orbit, maybe you should start there and let Mun wait for a bit longer. And as LordFjord said, please explain your problem a bit more, where did the mission go wrong? -
Another thing you did not know about is this thread. *best smug Hermione impression* http://forum.kerbalspaceprogram.com/threads/58260-Tips-and-tricks-you-found-out-yourself Searching to find it again I stumbled over this one that I did not know about?! http://forum.kerbalspaceprogram.com/threads/87518-21-Jul-KSP-First-Contract-%28v0-24%29-Frequently-Asked-Questions
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But you gave such a perfect answer all by yourself!
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The differences between Sandbox and the new Career Modes
KerbMav replied to pvtnum11's topic in KSP1 Discussion
Well ... yes ... -
My Jool Ion Probe has a few problems, its energy reserves only last 1min under full thrust, the edited solar panels regenerate power really slow, the needed changes in dV to achieve orbit around anything are to high under these circumstances. So, except for some temperature and gravitational readings from Laythe, Vall and Tylo (mostly only high orbit ones) - and Jool of course - it did not manage to do much else. But! passing all these three moons puts it into a Kerbol orbit crossing Eeloo's! A couple hundred more m/s for a plane change (in nine years!) will align it to wait for any lucky encounter - although solar power levels might very well be zero out there. The Explorer III meanwhile is closing in on Jool's SOI (which is HUGE btw.!). By thrusting a mere 17m/s I ensured a Laythe encounter that - corrected by 1.7m/s after entering the Joolian system - captures me into an orbit around Jool crossing that of Pol, my first waypoint to refill my Kethane tanks. Generally I noticed that I tend to have less fuel on my missions than I expected. This is especially bothersome when I intend to do more than just one landing. Remember me to never engage in any emotionally charged discussion with you ... Good luck! You can only attach something that is more than on part at the same node you detached it at. The SelectRoot Mod might give you options around this.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
Only just noticed: Wooh! Impact Biome! -
Going even further off topic: In Germany it can be impossible to get a game or an uncensored version of a game (green blood from aliens, black "oil" from "robot" soldiers (C&C), over-/repainted swastikas etc.) even for 18+ customers, because it is simply not allowed to be sold ... which also often makes it impossible to get the original English language version you really would like to buy (maybe you do not like the translation or it is known to be rubbish or the original paid a well known actor or you just love English accents or whatever), because shops would sell only the modified version that usually has been translated as well. (There are games that have received a very good German-ification, do not get me wrong, but often the reworking is cheap ...)
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Witty is good, as long as it comes natural and not labored. I never object against a more personal introduction (a welcome video or a clear face pic on the main page), but understand that not everyone likes to go public on the internet. (Although I am curious as hell for HOCgaming's face! ) Seeing the streamer the whole time is not necessary, and takes up space on the screen where something interesting/important might go on. (Wonder if I would like reaction shots?) Modded series are good, but I do not like excessive use of parts mods. Somehow I like the stock look and mod parts rarely fit in well. But if the streamer also uses things like FAR, KIDS, Kethane, KAS, IR ... there is a higher chance for me actually picking up something new for my game or learn something I did not know yet. Mix it. Follow a story/mission program, but take time to do things that do not actually fit in - if it is interesting or funny or original. Do not overact trying to appear cool or a big radio host, and spare me the juvenile dumb talk. You do not have to sound like a senior newscaster, but please ... ("Yo guys, what's up! Today I'm gonna try some serious .... in KSP, trying to shoot some Kerbal bitches straight to Jool!" or something similar, I cannot even emulate it - lets me close the video almost instantly.)
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Which bubble exactly?
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Agreed, should be a story mission (that is what I call them) that never expires, like First Launch. It might be that way as there are not many mission types right now. Same for the stranded Kerbals. I am actually not really playing in .24 yet until my mission in .23.5 are done, when I finally do start, I hope the Fine Print mod will be out of its infancy.
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The lander crew of the Duna Return Mission encountered a strangely formed piece of rock ... Suborbital hops on Duna are unexpectedly dV hungry, aborted flight to next anomaly to rendezvous with the mothership. Refueling the lander from its Kethane tanks (which powers the nukes in my current universe) left me with ... nothing. The Jool mission carries a miner lander and will have to pay Duna a visit for that mission to continue and get home in the end. Explorer III on its Jool mission is still 1,5y away from its destination. Aerobraking at 130km above Jool leaves my ion probe 100% intact - DRE might be on vacation? Not even the solar panels snapped. (The solar panels ... I use a cfg that makes 1. the "unboxed" solar panels non-retractable and 2. solar panels output in general more dependent from distance to the sun. At Jool this ion probe has enough battery power to thrust at 100% for 1m10s. Not ideal to transfer up to Vall, needing 800m/s to establish orbit ...)
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[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
KerbMav replied to ferram4's topic in KSP1 Mod Releases
Does this error persist when moving to the launchpad?