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sierra_seven_
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Rocketry Enthusiast
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kOS Scriptable Autopilot System 0.9
sierra_seven_ replied to KevinLaity's topic in KSP1 Mod Releases
Many thanks Sma. Finally, time to start designing programs! -
kOS Scriptable Autopilot System 0.9
sierra_seven_ replied to KevinLaity's topic in KSP1 Mod Releases
Apologies if this has been covered elsewhere, but I couldn't find a solution on the wiki/youtube/anywhere! I've pretty much just downloaded and installed the mod, and I spent a few hours designing a program with a gradual gravity turn to take me into orbit. I set up the file by writing 'edit Launch.' into the console window. I saved it using 'F5' after I'd finished writing it. Of course, there were a few bugs that led to the rocket crash-landing, but I recovered the remains of the vehicle with the autopilot module. When I then tried to launch the same rocket on a different flight, "edit Launch." opened a blank, new program. How do I open programs I've already written and saved? -
Just about 200 hours now, so this is drawing close to the time I used to spend on the Sims
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Half Life 3 confirmed. But seriously, I use Kermanov for my alternate space program on the same save. The Kermanovs have anything in a polar orbit, and the Kermans have anything in a equatorial orbit.
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BFE-5000. That engine got stuff done.
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I'd be happy with the current release, and I know the modding community would soon pick up the slack! Obviously we all want to see development continue, but if HarvesteR managed to win the lottery and build his own orbital station out of gold, I wouldn't regret having bought this game. It's still going to provide me with many more hours of enjoyment, so I'd be happy with the current state. However, I'd be more happy with 0.21
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I eventually got tired of seeing people complain on Steam that a 40% discount wasn't enough, and that they'd only buy it with a 60% discount. Oh Steam, you get me every time
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MechJeb 1 did everything I wanted. I use 2.0 now because I want the mod to stay up to date, but I don't really use anything more than Smart A.S.S and sometimes the launch countdown timer to rendezvous with something in orbit. I have no need for all these new-fangled autopilots and RCS balancers
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Steam, hehe. Tried the demo, fell in love, threw my wallet at the monitor.
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Welcome back! There's a whole host of mods out there now, loads to choose from Procedural fairings seems to be a pretty popular mod at the moment, it lets you change the size of a fairing to suit the size of your payload without the needs for several thousand different sizes! 0.21 is due pretty much any day now, along with a new SAS system, a new terrain for the Mun, new interiors for the VAB and SPH... yeah, there's a lot going on
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how do you build your planetary stations?
sierra_seven_ replied to lammatt's topic in KSP1 Discussion
Test assembly in orbit to check everything fits together nicely, then each module is loaded onto my interplanetary capital ship for transport. The whole rig then gets topped up with monoprop, flown to the system it needs to go to, and then assembled there. Then I just fly the capital ship back to Kerbin for refuelling and then ferry some more parts out there, if necessary. I like keeping my station designs modular so I can replace and move around modules as I see fit, heh! -
I wrote a guide on Steam!
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Welcome to the forums!
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Deorbit Bop. Hehehe.
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I'm assuming that relates to the cards, so it was planned for a while from these external observations. Nova to the rescue, as always! And yeah, I was gonna mention how the Kerbal Recruit card has already been flashed around on a KSP Weekly update or suchlike before the cards were released...