Sirrobert
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Everything posted by Sirrobert
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Mun Rovers - Unsafe at any speed ?
Sirrobert replied to Louella's topic in KSP1 Gameplay Questions and Tutorials
No, for the same reason you can't get into orbit with a Spaceplane using only jet engines. At the moment you leave the atmosphere (or ground) your apoaps may be high up, but your periaps is still inside the atompshere (or ground, for the rover). You can get into a balistic sub orbital trajectory though -
3 science questions
Sirrobert replied to Galileo Kerbonaut's topic in KSP1 Gameplay Questions and Tutorials
Resetting the module also resets the results yes. Don't worry about the doors and stuf, it's still 1 solid part, deployd or not. Hell, you can even deply the antenna during takeoff without it ripping off -
Um.......I'm Stuck (tech tree)
Sirrobert replied to RedKosmos's topic in KSP1 Gameplay Questions and Tutorials
Biomes only apply to surface and EVA report in LOW orbit. For the Mun, that's below 50km -
It's a very stupid idea I love it
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Personally I see the missions as a big list of things you should do, like a quest log. Than you shoot up a rocket to the Mun, but overshoot and end up in Kerbol orbit. 'o well, might aswel do that other mission instead' A simple 'no money until you complete' would probably be enough, as you lose money on a crash because rockets themselves cost money
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How Has .22 Changed your probe design?
Sirrobert replied to milbournosphere's topic in KSP1 Discussion
You can send a probe to some for away planet you don't have the tech or skill yet to reach and return from, and gather science without losing a kerbal -
Expansive Station
Sirrobert replied to sikatdakota's topic in KSP1 Suggestions & Development Discussion
How you mean station hub? Personally if I make a station I fly up a couple of Hitchiker cans and call it a crew module -
Best Action/Hilarious Scenes You've Produced
Sirrobert replied to Pengwertle's topic in KSP1 Discussion
THAT WAS AWESOME On topic: Forgetting to seperate rocket and shute in stage always draws a laugh. And there was 1 time when I had a ship on an orbit far out of Kerbin after escaping the Mun, and than realized it was out of energy. This was how I found out you now need energy in a manned craft to steer. So I build a new rocket, send it up, randevoused it at about 5km apart from eachother, and send Jeb on a spacewalk towards the tiny dot that was his rescue. When I arived, I found out I had forgotton to empty the spare command pod -
How Has .22 Changed your probe design?
Sirrobert replied to milbournosphere's topic in KSP1 Discussion
I now actually make probes is the first one yea. And ofcourse they got aLOT bigger. Only things I made before career were satelites. Basicly a probe body, 2 solar pannels, engine for ants, and 2 comm dishes for the looks -
I see, thank you. Is there a nice list of what the other buttons do exactly? For example I asume keep horizontal locks a horizontal speed, but how exactly is that usefull? Same for Orbital? And would you suggest practicing at KSC, or on the Mun?
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[0.22 career] possible to fail? sould it be possible?
Sirrobert replied to TNM's topic in KSP1 Discussion
Mind the testing part. It's more a hypothetical situation here. Like a melee character putting his stats in magic in an MMO While there is no outright fail, it's still possible to get to the Mun, just not very easy, I do think that it should indeed be possible to hit some sort of soft wall, if you spend your points completly wrong. I always think it's a bad thing if a game makes it TO easy on you -
EVA Navigation And homing beacon
Sirrobert replied to Hawkstorm's topic in KSP1 Suggestions & Development Discussion
Would be nice to have something to help with navigation yes. Speed would be nice to know. It won't be the first time that I have to randevous with an empty ship drifiting somewhere way outside, and wish my kerbal had some information to help me fly the 5 kilometer gap between stranded ship and rescue ship. And before you ask, that's still faster than trying to get both ships at 200m distance when they are 15000 km above kerbin -
Exactly. And the fun part is, there is NOONE that sais "it's to easy, I finished the tree in 3 flights". The only complaint around here is "It's to easy, cause I saw this extremely pro player finish it in 3 flights" Scott Manley can stack up 15 solid boosters and get to Minmus. Does that mean it's to easy to get to Minmus? Cause I wouldn't even be able to get off the launchpad with that monstrousity he used. So all it means is that he is awesome at KSP. Think of a mod and there is probable a version like it. The nature of the game doesn't allow real missions and things yet though, as there is nothing to reward. But there are still a few mods that add missions, and money to reward from those missions, and something to do with that money. I haven't looked into it much, but I think he gave parts a cost. There is also kethane, which allows you to mine for fuel. Should tie in nicely with fuel costing money Also remember that this is still an alpha game. We are still to get a vanilla economy, and I believe there are plans for vanilla fuel mining to What part about IN DEVELOPMENT do you not understand? The Techtree is the first step towards the Career mode, it is NOT the entire career mode
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I have some questions on this: Say you are on a 6 year mission to whatever planet, and your station back home has degraded to 0 (or atleast some parts). Would this result in the station falling apart, or just the parts becoming inert? Could you send a rocket with spare parts up to your station, and replace whatever is old, or would you need a new station when the old one reaches its old age? Both would provide an interesting step. Plus it's always fun to deorbit a big station Overall I think it's a very interesting idea
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Your idea is basicly a station with science parts in it, and than send up a command pod? You can already send up a rocket with science parts, run the experiments on those parts, and send the rocket back down. Stations are more usefull as staging and refueling points. PS: yes, you can remove all command parts from a station. Doing so would however lable it as debris, and thus you wouldn't be able to find it on the map until you manually turn on debris. And there is no need to anyway, as you can dock multiple command pods to the same station
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How the hell does this work? I tryd to use it a few times, but I just get more confused. I have a lander on the Mun, bring it a bit in the air, and try to fiddle with the different settings, but they either don't do what I except, or I'm just stupid. I've seen Scott Manley use it a few times in his videos, and it looks usefull, but I just can't figure it out
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After you finish the techtree, you have turned the Carreer mode back into Sandbox, atleast until Squad comes out with the next update, or you start a fresh carreer. Here's why noone sees your 'problem': We have all been happely playing sandbox for ages already. All the Carreer mode gives is an EXTRA mode. It doesn't replace what we were already playing, it ADDS something. If you have a problem with that, than I guess you weren't playing before .22 either. So in that case: Welcome to Kerbal Space Program. Just like Minecraft, it doesn't give you a goal, you give YOURSELF a goal. If you can't do that, than I guess you don't belong here. You want a challange? Here's some inspiration:
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Over hear it's 'rome wasn't build in 1 day' We'll eventually get vanilla recourse mining. I can't wait for the day. Satalite flying over, detecting a potential digsite. Send a kerbal down, take a sample. Send kerbal back. Analize sample...
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How to cash in science from a probe?
Sirrobert replied to Jarnis's topic in KSP1 Gameplay Questions and Tutorials
Not true. If you transmit the same result a few times, you eventually get the exact same amount of science points as if you landed the experiment. -
Why you think I used quotation marks No real lore, but we do sortof get to know how the kerbals think through other things, like this And you actually can learn pritty good with the tech tree, first a small takeoff and landing, than a real balistic flight, than orbit, ect. The way the tech tree is setup, you are kinda forced to take those steps. I don't think you can exclude the crashing kerbals off it though. And remote control is more advanced than a guy in the cockpit. For the realistic things, I gues we'll need to use mods for that. There are already some good ones. Best thing Squad can do is provide a solid base from which to build (this is a good mod: http://forum.kerbalspaceprogram.com/threads/53192-0-22-TreeLoader-Custom-Career-Tech-tree-Loader-1-0)
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The best new lines from science you have found so far?
Sirrobert replied to michaelphoenix22's topic in KSP1 Discussion
Did you just topple that very long rocket? I don't have the exact quotes, but my favorites so far are Sample collection of water and the launch pad, and material study while on the launch pad. I haven't gotten to the Mun yet, taking my time with the carreer thing