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KSP2 Release Notes
Everything posted by FleetAdmiralJ
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The largest thing I launched successfully in a single launch was probably something like 130 tons in payload or so I think (I think it was my recent ship to Dres). However, I'm currently designing my largest combined ship, which looks like will be approaching 800-900 tons in orbit, though that will be assembled in orbit
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Presumably you will get money back from recovering vessels. However, how things will work like recovering boosters (that may fall out of the 2.5km render range) or how much parts will cost or what % you get back is unknown. I figure we will probably hear more about that soon. The one thing I did year is that if you launch an empty tank vs. a full tank (for example), it will cost you less, so they are considering how much are in tanks as part of their price.
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What was the most glorious moment you've had in KSP?
FleetAdmiralJ replied to TronX33's topic in KSP1 Discussion
I think mine was my perfect Moho mission. (Almost) nothing went wrong: -
What was your closest call in terms of delta-V?
FleetAdmiralJ replied to pauldbk99's topic in KSP1 Discussion
I'd have to say it was a probe landing on Vall. It was actually a probe meant for Eeloo (which I uh...accidentally sent to Jool by mistake). I think it touched down on Vall with something like 0.3 units of fuel remaining. It probably could have survived if it ran out a few meters up, but I don't think I so thoroughly ran out of fuel before. -
Kerbcoin...the Kerbal version of bitcoin that actually works XD
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Right now by biggest game peeves are: - the new scrollable nodes. Good idea, but they don't seem implemented well, and I find myself messing my node up when I'm trying to zoom in or out and I'm accidentally changing the node instead. - creating nodes. I have problems where either I just can't create a node (Unless I go to the tracking station and come back) or, even worse, I have a current and future orbit right next to each other, and it INSISTS on putting the node on the future orbit rather than the current one. Biggest human error peeves: - forgetting to deploy my solar panels on probes - forgetting to run fuel lines correctly
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I suppose I'm a partial noob. Until maybe a couple weeks ago I had only landed kerbals on Mun and Minmus and probes on Eve. Then I started actually taking what I knew to aggressively land probes on all the bodies I could, and finally finished with Tylo the past weekend, and i landed my first manned mission outside of the Kerbin system on Duna as well. But I still have a LONG way to go to catch up to advanced players who take whole manned missions to Jool or build bases on Laythe and the like
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ARM Pack [0.23.5] Mod Compatibility Thread
FleetAdmiralJ replied to DMagic's topic in KSP1 Mods Discussions
Since I didn't see it in the list, I thought I would chime in and say that I've been using the Internet Relay Chat mod since 23.5 came out and I've seen no problems with it, so I would at worst put it under confirmed working with possible bugs. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
FleetAdmiralJ replied to TriggerAu's topic in KSP1 Mod Releases
I should note that I'm using this with the version not released today since this was last night, but I also didn't see a specific bug report on this issue. I don't know if the recompile fixes this issue or not (I guess I'll find out tonight). However, when I used Kerbal Alarm Clock in the tracking station, it totally did not stop the alarm: http://www.twitch.tv/fleetadmiralj/c/3997321 -
I actually found one strut at the top and one at the bottom was enough to keep the new SRBs from wobbling. wouldn't really call that a lot.
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I grabbed a class B/C asteroid, but it wasn't easy. I burned to intercept, but I burned too soon and I got to the intercept point before the asteroid by a couple of hours, so I just burned out of Kerbin's SOI in a course nearly identical to the asteroid. Once in solar orbit, I caught up to it (only needed about 350 delta-V) and finally docked. Then swung around and got back into Kerbin SOI. Actually had enough fuel to get it into a nearly equatorial orbit (178 degrees). So a successful first day playing ARM. Not without glitches though. Three drafts on my asteroid ship, then the asteroid I caught was on the 3rd try because I burned too late on the first two.
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thing that took me the longest to master was.....
FleetAdmiralJ replied to Dimetime35c's topic in KSP1 Discussion
I would say getting an intercept with other planets and not coming in at them from weird angles. For some reason I'm terrible at it. Though there are some things I haven't tried yet, like landing on Tylo which could be harder. -
Here is my flag. I used that online flag generator thing. So many great designs. I have some more creative designs, but my photoshop skills don't go much beyond manipulating photographs
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If I can deorbit a stage, then I will. Sometimes I just don't get a chance too because I need all the fuel in the stage, though. But that's where THE CLAW should come in handy in the future: for trash cleanup, if needed.
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My speciality is forgetting to open my solar panels and running out of energy
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List of working mods working/not working for 0.21.1
FleetAdmiralJ replied to sidfu's topic in KSP1 Mods Discussions
It looks like the Kerbal Crew Manifest is updated: http://kerbalspaceprogram.com/18-1-kerbal-crew-manifest/ There IS still a use for this plugin if you want to edit existing Kerbals, create custom Kerbals, or move Kerbals between ship parts. -
Docking seems pretty straight forward now. I use docking camera to help me align, but even if I didn't use that, it wouldn't be that bad. Precision landing...oy. I've tried that several times and at best got to within maybe 5km (which if you're talking about modular base pieces, isn't very close. Maybe if I was just trying to hit a general target on a planet it would be) I just float way too much over the surface, and the direction I go as a result of corrections still seems too unpredictable to me to be able to make at truly precision landing. I suppose the theory behind both things - docking and precision landing - are largely the same, but I just think there are more variables to consider doing landings than dockings.
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[UNOFFICIAL/FANMADE] 0.22 Discussion thread
FleetAdmiralJ replied to ngianoplus's topic in KSP1 Discussion
I like how 41% THINK resources will be in the next release. I seem to doubt that. Wouldn't resources be something that would likely break saves? Because it's have to keep track of it? I'd think they'd wait another 4 or 5 versions if they could before breaking saves again. I think in the meantime, they will complete career mode (maybe ability to edit kerbals and move kerbals between ships as well as allowing *us* to see how they plan on tracking career stats), training, and more heavenly bodies (we're about due for a new planet, methinks) -
How did you learn how to rendezvous and dock?
FleetAdmiralJ replied to Fox Arcana's topic in KSP1 Discussion
I think I watched Scott Manley's video and then tried it. I think it took about 2 hours of me maneuvering the first time before I got it. I've gotten a lot better at it over time, though sometimes it's still a pain, depending on the ship I'm trying to dock. The docking cam helps too. Of course, every time during docking: -
I've never used it, though I've considered use it when landing my modular moon base pieces near each other, since my previous attempts to do so didn't go very well. Otherwise...I like flying my own stuff heh.
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Mine was my first attempt to land on the Mun. In a way, a was a victim of a rocket that was too good. I had plenty of fuel left in my middle stage that I used it to help my descent. Except I forgot to ever drop it off, so I landed engine first on my middle stage (which had no struts, of course) and landed on my side.
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I'm rebooting my space program and while I know I could hop to the moon first flight, I'm doing it slow and methodical. So far I've: 1) put a basic satellite into Kerbin orbit 2) Put up three geostationary communication satellites, Scott Manley style 3) Unmanned 1-man capsule re-entry test 4) Unmanned 1-man capsule launch abort test 5) Unmanned 1-man capsule orbit and de-orbit test I'm about to launch my first Kerbal into space in this reboot!
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Oops apparently I double posted...now I have to figure out how to delete this...
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No. Some of the problems I think were fixable. One person's rocket I fixed simply by attaching launch things to it because I think it was wobbling on the launch, and I think when one turned on the SAS while it was wobbling, it threw it off. But there were other people's stuff I saw videos of that I had no idea why it wasn't working. Most everything I made worked fine.