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Sirrobert

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Everything posted by Sirrobert

  1. Your suggestion does nothing to adjust difficulty. All it does is force make you grind more to unlock the parts you need. Making the parts more heavy does 1 of 2 things: 1) Force you to launch more rockets to get the same result. AKA grinding 2) Put some extra fuel on the rocket that launches your science mission. That's not difficult, that's just tedious Grinding is boring. It's not difficult or challanging. I can't help but point out the irony though: You want the game to be more challanging, but you can't fly spaceplanes, so you want the science part for spaceplanes to be redesigned for rockets. What about the challange for planes? Or should it only be challanging for other people?
  2. In case it's not the symetry stuf: Could you try to attatch some screenshots? It's pritty difficult to determine what your problem is from just that discription
  3. If you concider knowing deltaV to be to easy, sure. But if you reliably want to build rockets that you know can reach a target, you will need to know how much deltaV they have. Mechjeb has an autopilot, that can indeed make things easy. But that's only if you use it. If you don't want it to be to easy, just use only the information readouts. Anyway, the only thing that's not competible is the in atmosphere stuf. Since you don't want to use autopilot anyway, that's hardly a problem. It'll still tell you how much deltaV you have. If you don't want to be temped, use Kerbal Engineer Redux. WAY less information that mechjeb, but also no autopilot (it'll still tell you how much deltaV you have)
  4. It's still a random thing, and the devs have still stated that there will be no random things. Have you ever tried flying to another planet? Do you know what happends if you have to 'dodge out of the way'? I'll tell you what happends. Your carfully finetunned encounter is now thrown out of the window, and you have to start ALL OVER AGAIN. And that's if you do it 'right', by your idea
  5. Didn't you post this exactly same SUGGESTION in the suggestion forum already? http://forum.kerbalspaceprogram.com/threads/78746-Dangerous-Space-Debris-and-the-Implications-Thereof Please keep your suggestions to the suggestion forum, no reason to flood the forum with them Actuall you have to try really hard to hit an asteroid in an asteroid field http://www.scienceadviser.net/2009/09/asteroid-belt-not-as-dense-as.html
  6. The devs have declared that there will be no random events in this game. That's why. This is a game about flying rockets. It's not a game about praying to RNGesus to please not randomly destroy your ship
  7. Well it broke because you decoupled a stage that was still thrusting. Though I have no idea why your rocket is turning like that. Probably some error in the fuel lines. I also have no idea why you couldn't right click the other tanks. You should be able to do that It also seems the fuel lines in the stage are wrong, going from the central tank TO the outer tanks. They need to go FROM the outer tank TO the inner tank
  8. Get Mechjeb. Even if you don't like the autopilot functions (which are amazing), it will also give you an extreme amount of information. Most important thing, that you basicly always need it for advanced rocket building (deltaV is your basicly your range)
  9. There is NO reason to make it more 'realistic', other than 'hur dur it's realistic' THIS IS A GAME. It's not a simulator
  10. Sirrobert

    Hi!

    Don't forget to bring a processing lab if you want to do that And you're not evil. You're just starting colonization of Eve
  11. Back in high school, whenever I walked out of a classroom (I'd been multiple times per week for years), I'd go in the wrong direction more often than in the right. Exactly the same with this rotation. I don't concider it a big deal, and it will stay this way nomather how you map them. That said, if you think it's counter intuitive, just fix it. This isn't a concole, you can remap the keys
  12. I believe Mechjeb has a setting for this exact thing. The translatron allows you to fill in a desired speed (horizontal or vertical). If you'd enter 0 in vertical speed, it'll make you hover at constant height. However Mechjeb constantly calculates exactly how much thrust it needs, and can adjust this WAY more accurate than we can with shift and ctrl, so I doubt you could do it in stock. Just keep the speed somewhere around 5m/s (downward) and you'll be fine
  13. They really need to document that somewhere prominent. It's a very big thing
  14. My god NO I HATE programs that keep different folders in different places. Keep everything tougether, or everyone is going to have to search for everything everywhere
  15. Yea, the Kerbals do add alot for me. I am a big Roleplay fan in games, so I need something to represent 'me', so just probes would really make that difficult for me. And indeed, humans are boring. As for the OP: I have never lost a kerbal in career actually. I'm quite proud of that, though I haven't done THAT much yet (launch does not count, because revert)
  16. These are all very good tuturials, and I suggest trying them out Now to throw in my own suggestion: Launch a ship, that has a small probe (with RCS) attatched to it with docking ports. Once you are in space, undock the probe, and practice flying it around with RCS (translation with RCS, H forward, N backward, IJKL for up, left, down, right). QUICKSAVE before you practice, and switch the cammera to CHASE mode (hit V a few times). When you are in chase mode, up is also visually up, rather than just up on the navball. Now just practice flying around the original ship and redocking. If you fail, quickload and try again. Repeat as long as needed
  17. On the second page there is an alternate suggestion that does work. That's what we're aproving off
  18. Fair enough. For me it depends in what kind of orbit the target is, if I launch ahead or before. In a low-ish orbit I prefere to be in a higher orbit than the target (I don't know why, but I just don't feel comfortable about 75km orbits. Mine are almost always above 100km)
  19. Well, if I was in your position, I'd launch 1 big mothership with a few tiny landers on it. 1 person landercan, minimal amount of fuel, and smallest legs. Than just get the mothership in orbit and land the tiny landers next to the stranded kerbals. So make sure the landercan is empty. So you'll need to put on a probe body. Make sure you have a few solar pannels on the thing (and/or batterys, in case your kerbal is on the night side) Depending on how far the grounded kerbals are, you can land one, than switch back to the motheship and land the othe one. Than load up the first kerbal and take off again before the mothership has done a full orbit. For the kerbal in orbit, you could either randevous with him with the mothership itself, or build a small probe with a seat on it to fetch him (like an RCS bike)
  20. If you are ahead, get into a higher orbit, and the target will catchup to you instead
  21. It will change your life Personally, I try to make sure the Kerbals back home don't have to sit idle for to long, though I also don't like to overwork them. So when I'm waiting for a transfer window, I'll start designing something else (station for example). And while I'm waiting for my asteroid catcher to catchup to the asteroid (and than get back into Kerbin SOI), I'll start sending up and preparing other crafts to do something with the asteroid (like make a station out of it). Though I don't put them to work constantly, so I'll still timewarp while randevousing, or going to mun/minmus for example
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