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Everything posted by KerbMav
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Instead of starting a new thread I will take a seat in yours. Most of these you already mentioned anyway. - There is already a mod adding new contracts, the creator of the mod managed to exclude/reroll/reuse certain random conditions, so: Whenever a test contract generation produces landed for Kerbin it should be rerolled/omitted. - To lessen the strain on immersion regarding Kerbals to be rescued from orbit that the player never shot up there, maybe these contracts should only start to appear when the player has labeled/renamed a craft as being a space station and only around bodies that are orbited by one. They should also be much less frequently. - Reputation for safely returning a kerbonaut should follow the same logic/bonus-factor as science does when it comes to where a vessel has been returned from. - Make asteroids crash/blow up upon impact, (enable DRE to burn them up), assign them a return/recover value for funds, science and reputation as incentive to bring them down to the surface in one piece. Balancing science and funds as a whole will most likely take place at a later time, I guess. At the moment it would probably create problems to progress in the game if higher contracts started to come in to early, without the player having access to the needed tech level.
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
KerbMav replied to ferram4's topic in KSP1 Mod Releases
Dont know, Usually I have 1-2 turbo jets on a 20-40 parts plane. But 333m/s is mach 1 and that is easily reached in the first minute (not 3-6 seconds as it might have been read above ) after take-off. Usually my planes either yaw (usually left) of the runway, do not readily pitch up (canards help), pitch down at high speeds even in thinner 15km air, loose wings that are attached to wings ... all happening although I try hard to follow tutorials etc. I could fill my own thread with problems I encountered. Sometimes I just get it right and the thing flies - I think it were older, less realistic versions of FAR I had been using - sometimes I manage to get an SSTO into orbit, but usually have to fight my way up and tumbling during reentry/landing is almost a given. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
KerbMav replied to ferram4's topic in KSP1 Mod Releases
Which most likely broke my neck regularly - crossing mach 1 only seconds after take-off is crazy! -
Problems testing the KR-1x2 in orbit.
KerbMav replied to magnemoe's topic in KSP1 Gameplay Questions and Tutorials
Have you tried right clicking the part and choosing "run test" from the popup menu? -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
KerbMav replied to ferram4's topic in KSP1 Mod Releases
I think you might have done it again - and I might be able to built planes again! Where is that rep button?! There it is!! Also: Does KIDS not take care of the jet thrust issue? -
Wasted (it felt that way) a lot of time to get Kethane from Minmus to Kerbin - therefore I ruled: I have the infrastructure in place, I can rendezvous and dock reliably, high part counts will kill my performance and slow down my game, so as I have the Kethane in Kerbin orbit, I will just fill/empty the tanks of the ship/tanker via a savegame edit. Today I will dock my Dune Lander to my Duna-Return vessel and speed up time to reach my interesting mission points. I am somehow completely inept to built a simple atmospheric plane to visit Kerbin's anomalies/easter eggs - maybe I will pass on them to finally get to a new career in .24 after finishing my .23 missions and try again later, yes, that will do.
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these new highly sophisticated, budget-friendly landing gears
KerbMav replied to Franklin's topic in KSP1 Discussion
Hmm... do they work as tail fins, too? -
I fell in love with github. And I am only ever DOWNloading mods.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
KerbMav replied to sirkut's topic in KSP1 Mod Releases
Pity that it is always mods that add the most functionality to the game having problems after updates, but this seems to be inevitable in such cases. The deeper the digging the bigger the Balrog. Where did you get this!? scnr -
How to import a 0.23.5 Career save into 0.24 Science Mode
KerbMav replied to AlexinTokyo's topic in KSP1 Tutorials
One probably would want to do this before ever loading the save in .24 I guess. -
Search for undocumented changes and features of 0.24
KerbMav replied to Sky_walker's topic in KSP1 Discussion
Yet the number-shuffling was mentioned somewhere, yet not in full details. -
Stupid things you've made to do missions in career mode
KerbMav replied to lukerules117's topic in KSP1 Discussion
This would then require a routine in the contract creation to only pair jet engines with planets having an atmosphere, "splash down" with parts containing a command MODULE and planets with liquid something etc. -
Launch at an angle?
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I'm a bit mystified by some of the early Contracts
KerbMav replied to asb3pe's topic in KSP1 Gameplay Questions and Tutorials
As every business man should. This randomnes of the contracts actually adds a nice touch. Jeb: Wow! Easy money! Bill: Jeb, if you sign THAT paper I'm gonna hide every writing utensil in a 100 km radius of KSC somewhere YOU cannot reach ... ! -
Kerb! I may just have made my lawyers rich ...
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Stupid things you've made to do missions in career mode
KerbMav replied to lukerules117's topic in KSP1 Discussion
I really do not know if I would like Squad to refine the procedurals leading to these unique contracts - or to just love them. So? To go BACK from where you came you HAVE to burn in the OTHER direction, every child KNOWS that! /Hermione-impression -
I think the problem is .23.5 savegames being converted to contract mode? In that case seahawk had no choice and is not really responsible for being "bankrupt". This seems to be the only solution then.
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After testing a pod on the launchpad and runway for ... rain-proofness ... as well as sampling them plus KSC grounds I unlocked a few nodes. (First time in many months playing purely stock: old soupy unferramed atmosphere, no engineer to crunch my numbers, no editor stuff ...) This one made an orbital hop and finished 3/4 missions in one go. After that I put a (solar-panel-less) satellite into an orbit with basically the same design but with a probe and a smaller orbital stage. Next came a probe with batteries and an empty pod to get science from space (again..), pick up a new recruit in orbit and get some data from high orbit (lovely efficiency of 909s) - but this is going off topic?
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The equivalent to spawning a capsule on launch pad for and runway easy science before any other serious mission ...
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Jeb's Junkyard short and the Space Suit.
KerbMav replied to Whirligig Girl's topic in KSP1 Discussion
I think this question came up weeks/months ago, the suits were upgraded for the animations only, if I remember correctly. -
OP: The stranded Kerbals are spawned by the same mechanic used to spawn asteroids - so it seems to be a remnant of that and will most likely be gone at ... any of the next updates.