alacrity
Members-
Posts
322 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by alacrity
-
What you did in the good ol' days.
alacrity replied to MedwedianPresident's topic in KSP1 Discussion
Things I did in .13.... hmmmmmmm i remember the little things.... first time I tried to build big, and I realized I had not figured out struts yet...first time I ever saw the orange tank rockomax fireworx display. "they went that away and a thataway" first moon landing... hadn't figured out my aproach slope for a zero atmo world and screemed in at a 30 degree angle. second moon landing... yo-yoed until the fuel ran out third moon landing... landed just hard enough to explode my landing struts but the rest of the ship lived... then tipped over in slow mo. First attempt at Duna orbit... ended up as a solar exploration vehikle and the final resting place of my first jebidiah. (had not orbit syncing skills so never did rescue him, just left him there till the next big update.) First mod... well mods... when I discovered spaceport, i dl'ed 13 mods and installed them all. BobCat, firespitter, Lazers, KW and novapunch. soooooo many mods. Had to install them twice cuz the first try killed my save file.... Ahhhhh the memories. Alacrity -
Go To Mun, EVA with kerbal. Then press Spacebar when outside ship.
alacrity replied to Moonfrog's topic in KSP1 Discussion
Of course actually getting something to land ON gilly is the big challenge there. i finally gave up using my regular lander designs and threw together and open cockpit with a seat, and rcs thrusters. alacrity -
i find it a little on the easy side but as stated several times, this is only the beginning, with money management, the first day launch to duna is no longer going to be possible. When consumables like air and food enter the resource tree, strapping twenty engings and fual pod to a 1 man capsule won't work. When the science work is stretched to take actual time and some figuring out it will be less point and click. Honestly any tiered game can be grinded through, but with all the tangents that are possible a player could spend weeks digging up through the ranks of tiered improvements. I will enjoy watching as the equipment changes and the order of discovery evolves. (solar cells tier 3??? really??)the really advantage of the tiered system for us players is that it gives the Squad gang a ladder to hang new kit on.easier to day "This foes that, and those do as well, but on a huge scale... maybe a middle ground tech piece should be slipped inbetween those two levels.
-
So .22 came out and with all the science missions I have had time to rethink some basics. 1. Usually I placed all my bases fairly close to their celectials. kerbin station at around 85km, Mun at around 35 and so on. With the version out now i am thinking that maybe i should replan and start planning further out. Kerbin at around 175 and Mun at 100. 2. station design. if anyone has ever looked at my previous design... the word busy comes to mind. Lit up to high heaven and part counts starting at 250 and going up from there. i think I should cut back aiming for the 175 range to keep things more stable. I am hoping for opinions on point 1 and ideas for point 2. alacrity
-
Project Idea: Dyson Sphere?
alacrity replied to Apophis775's topic in KSP1 Gameplay Questions and Tutorials
dyson's have been discussed (no idea which thread). The problems are many. mainly a size limit, in that anything 2.3 km away is not really real anymore. on top of that the shear number of parts killing any hope of fps. Alacrity -
0.3x - 0.49 = Keep developing career mode, by further enhancing the tech tree (i.e. different modes of challenge). More science instruments and methods of collection, etc. I think the big advent of .3-.49 is going to be the resource intergration. not that is a must see for me, but the progression I see lends me to think it is next. i think the money aspect will enter somewhere between .25-.35. I see a definate push towards charging money for parts... and I have to say it scares me a little. i can't even balance a checkbook Alacrity
-
I think I have lived that nightmare, trying to dock at a station orbiting minmus. alacrity
-
simple... Jeb heard Bob Kerman is getting more rockets then him
-
What did you name your first rocket?
alacrity replied to Spacewalking on Sunshine's topic in KSP1 Discussion
Lost in space alacrity -
i think we are all forgetting this is version 0.2 not v2.0. I think we are seeing a first iteration of a carreer mode not a model of the final product. proof of concept is always a thinned down version of the actual event. "hard mode" type mods and systems are a layer of programming that hasn't been totaled vetted yet (not vetted for like dislike, vetted for function. lot math gonna go into re entry damage and the like and this program is ram hungry enough) bringing out the waffle bat to squad this early in the game does no good. Once v0.8 comes out and there is no hard mode... than start panicking. For now revel in the awsome of the beginning of career mode, and dry because soon we will have to worry about budgets. Alacrity
-
here is the Uskra Kerbal flag Alacrity
-
That moment you realise you're good at this game...
alacrity replied to Drunkrobot's topic in KSP1 Discussion
My like a boss moment came when I built a 17 tonne rover and landed it on a no atmos celestial. lateral thrusters on action groups, with a main engine pointed straight down, no parachute assist, 1/2 tonne off balance to the front, and with a working crane on board. Duna easy... Mun made me want to cry i really hated that thing Alacrity -
in the grand scheme the spacestations where only ever 1) fun to build 2) useful for interplanetary work That is still true. That said... I agree long term research and science would be groovey. manned on space stations and unmanned on probes. (Not sure if the PETA folks would like to see a virtual 0g hamster wheel for testing. Or how to begin modeling and impanting something like that). Right now i am just trying to get to batteries and solar cells so I can do some long term work in space. alacrity
-
i know I am the last man to the party but i wanted to throw my first thoughts at .22 LOVE THE TECH TREE... being limited at the start is forcing me to relearn a lot of basics. I am using parts I have never used before. Paying much better attention to weight allowances. HATE THE TECH TREE... I assume there is a brutal flame war thread already but I have to say it. No batteries till t3 ad no solar cells toll t4???!?!?!! WTF!!!! Got into orbit soon as I had a decoupler, but couldn't tell anyone bECAusE THE JUICE RAN OUT. Had to randomly pump the gas to generate juice for the gyro's. Only power genrator is a 215 thrust main motor.... sigh.... anyway I have a lot of missions to do and a lot of things to figure out Alacrity
-
any input at this point would be good...seriously need an answer. I am also trying to rescale my duna plane but the atmosphereless plane is still my holy grail Alacrity
-
This is what I am trying to avoid... Vtol is just a fancy way of saying build a rocket that you will jump nearorbit and land over and over.... i want the steerability and landing profile of a plane. or a super high speed rover that doesn't flip over. My mun landings are chancy enough every time with out trying them from 5000 m altitude. remember that the mission profile is to be able to covers hundreds of kilometers easily and fairly quickly. if I am stuck using rockets from the surface I might as well just build a couple extra stations and just use them and resource transfer points and drop what I need when the orbit aligns for easy insertions. I have a kethane drivenair fleet for Duna, but they are a little limited to a lower altitude. But the mun was my first attempt at this. I still can't think of a work around. Blimps? No Bouyancy is a mute point. Planes? Wings are useless Rover? max controllable speed at about 25 m/s, some of the steeper hills and deeper cliffs are a problem RCS vectoring thrust? tried this ALOT, and could never balance things. I will prolly have to break down and use a vtol sub orbital hopper model eventually, but I still feel like I figure out something more survivable for my kerbals/ alacrity
-
mission order of Sidewinder tech Phase 1 1) test srb's vs liquid engines while confirming decouplers and parachutes and try to at least get to space (v13.3) 2) Get into orbit (using a vertical launch and a desperate pouring of lateral fire to force out an ugly eliptical) (v13.3) 3) spend the day on forums and youtube learning about gravity burns (v13.3) 4)get to a descent orbit of my choice and circurlize.(v13.3) 4) launch probes (equatorial and polar) around kerbin(v13.3) 5) probe launches around mun and minmus (pol and equa)(v13.3) 6) launch station cores to Kerbin and munar Low Orbits.v.17 7) finally start landing on the mun and minusv.17 Phase 2 1) complete the stations at mun and Kerbin as fueling stationsv.18 2) add fueling station to Ike and a command station to dunav.18 3) probes to all the Joolian moonsv.19 4) first manned mission to Dunav.19 5) probes to the inner system worldsv.19 6) Duna Base and Kethane/extraplanatory factory(v.20) Phase 3 1) first mutli planet mission (Kerbin and duna launched to Eeloo) (v.21) 2) Colinizing the Jool system (kethane and extraplanetary all round) (v.21) Alacrity
-
dumbest mission ever still continues.... I have a bunch of habs and bases all over mun. I am desperate to create non rover transports that I can use to get from one to the other. Now the dumb part.... I originally planned to bring planes.... to the mun... jets... on the mun... i am a dum ass. so here I am trying to invent jet like craft for the mun... no air to breath for the engines, no air to push against, nothing for wings to bite on. Ok so then i tried to make mini lifters, but that just created the problem of having to do moon landings over and over. Not optimal. Next tried more stable rovers... more wheels, outriggers, piles of SAS, fewer wheels, lower builds, higher builds, more weight, less weight. Nothing worked well enough. With bases all over the mun (100's of kloms apart) 25 m/s just is not gonna cut it. So I need a vehikle with the range and speed of a plane, the ease of use of a rover, and the stabilty for constant reuse Alacrity
-
when on the ground, click an eva kerbal. Plant flag is on of the options alacrity
-
i don't think the timer aspect would work to well... instead of time, tech usage and science research missions would be the way, I was more talking of the utter complexity of it all... after 11 years of "fixing" and "adding to" the tech and skills trees the only word to describe it would be byzantine. With the limited amount of stock parts and tech currently in Kerbal it would be hard to add that much complecity tho.... maybe around kerbal .50 we will get close. alacrity
-
I have a fleet of Omphalas and chariot class unmanned rescue vehikles stationed at all my bases, (Kerbin, mun, minmus, ike, and tylo) Chariot is a heavy lift single stage return vehikle with room for six, while the Omphalas is a lighter craft for 3 man return missions. pre seeding my rescue ships is all well and good, but I do have to use them more than I care to admit, which leads to a lot of restocking them. the kethane works at Duna and Mun support some refueling, but the jool outposts have not gotten their kethane up and running. prolly goingto use the lowest grav world I can. alacrity
-
Rayfen Kerman "Forget the red button, what does the spooky black one do?" Alacrity
-
[0.22] Extraplanetary Launchpads Legacy Thread
alacrity replied to skykooler's topic in KSP1 Mod Releases
So I gave up landing the rocket parts containers with my launchpad and after a few dozen designs i came up withthe Mythril towers. Connecting with KAS systems, each tower holds 1355 units of Metal feeding into 4250 units of Rocket parts. I am designing a power generator platform next. basically a stack of batts with kethane powergenerator and dolar cells. What luck has everyone had with the KAS system and the lp?? Alacrity