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Superfluous J

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Everything posted by Superfluous J

  1. Italy and/or a parallel dimension. And to stay on topic, if the treadmill is going the same speed as the wheels are turning then the plane won't move. That's logic. However, the treadmill won't be going the same speed as the wheels are turning. That's physics.
  2. You should not have to have new ships, or even "ships" per se. I've gotten this contract in tandem with a rescue contract, and I've gotten it on Minmus with a ship I sent there from Mun, that had completed the same rendezvous contract on Mun. One thing I have NOT tried is to send both of the ships that rendezvoused at Mun to Minmus, but I'd actually be surprised if they didn't complete the contract. The only restriction I've ever seen is that the two ships should not have launched as one.
  3. Oh so it's like the TV show Flash. Now I understand completely. "But I don't know how to make bruschetta!" "But I've calculated that if you can run at mach 18.27 exactly for 1.8 miles exactly, the knowledge will get pulled into your brain from a parallel dimension where you're a chef!"
  4. If you're playing on a harder mode (or manually adjusted settings) there can be a pretty big blackout zone just east of KSC, until you get to that big continent on the other side. Even on normal mode's settings, if you're low enough you can still get caught by it. One trick is to aim correctly as soon as you're out of the atmosphere, and then when it comes time to burn you can hit full throttle (z) and zero throttle (x) to get into orbit. More advanced probe cores can also aim prograde with SAS on, even with no comms.
  5. Could you strip off non-mod parts and post the ship to KerbalX or somewhere? I can't think of anything already said.
  6. Go to the tracking station and click them., then track them with a button on the lower left.
  7. We have Teslas all over around here. Most of the time I see them at the charging stations though I see them on the road on occasion. And Jason's Deli is the best. I try to stop there whenever I'm driving by, which sadly is like once a year at best because there are none even remotely near me.
  8. Wobbly rockets aren't a feature. They're a consequence of the simulation. And of real life. Struts (auto- or otherwise) allow you to compensate for it. KJR allows you to ignore it.
  9. If you burn (or place your maneuver node) slightly after Pe, it will tell you how long until you'll reach that Pe. Time that to match your ejection time. And remember there's no real good reason to make sure it's exact to the second, minute, or even hour.
  10. DOWNLOAD: On KerbalX - Jool Mix-Up On Steam - Jool Mix-Up IN SHORT: This mission/challenge is all about navigating the Jool system with only the level of control afforded when you are out of comms range. That's right: no keyboard aiming, no maneuver nodes, no fine-tuned thrust. Pol and Bop won't be too much trouble. Vall could be a challenge. Tylo might be just too much for you. And what about Laythe? Seriously? I you expect me to fly a plane with the "radial out" button? Yes. Yes I do. BRIEFING: This is a PR nightmare! Jeb landed the Bop lander on Pol, the Vall lander on Bop, the Tylo lander on Vall, and the Laythe lander on Tylo! And he didn't realize it until he was getting ready to land the Pol lander on Laythe! You have to fix this. You're our only hope. Oh, and none of the landers have full control, so you'll have to do it blind. Oh, and the only lander we have ANY control of at all is the Bop lander. You won't be able to control any other lander until you're close enough to it and landed. Good luck! MODS: No required mods, but I highly recommend a time warp mod and Kerbal Alarm Clock. Don't use MechJeb or anything else that helps you control the ship, as this mission is all about having very little control. I would suggest not even installing Kerbal Engineer so you don't even know things like how far off the ground you are. DISCLAIMER While I'm not sure what will happen when you either don't win or try to trick it, but if you just play it you'll be fine. If odd things happen, let me know either here or via PM. Also, I'm still learning this whole Mission thing so bear that in mind. THE REST: I got this idea when I lost my relay to an unfortunate encounter with Tylo, and I wanted to say I'd landed on Bop. The only ship I had that could do it was on Pol and didn't have comms. I've beaten this mission in its current state. I learned a lot about controlling the uncontrollable, and hope you will too. I also hope you will find it as fun as I did.
  11. Pizza. Because I just ordered it. Or did I order it because I craved it? A conundrum for the ages, that is.
  12. There is no real reason to make your orbit an exact day, except maybe to ensure your ejection is right on time by starting exactly a day ahead of time. However, for any ejection to anywhere that isn't Mun or Minmus, being off by a day won't really affect the transfer enough to worry about it. I'm frequently off by several days and never have a problem. The easiest way I know to "split the burn" is to make your maneuver node to do the full ejection, note the time it takes (Use BBT please or don't complain to me that the game lied to you), cut that time in half, thirds, etc noting that after about 950m/s you're going to have to just keep burning (because you'll be out of Kerbin's SOI), and then figure out what that smaller burn's time would be. Do that smaller burn, then delete the maneuver node and recreate it on the next orbit to make sure you're still on target. Repeat until you eject, usually just once. And watch out for Mun. It likes to grab you on your way around.
  13. While I get that the tool can only do so much, it'd be nice if it was useful and not just a "irreversibly screw up your finely placed nodes" button. Why can't it just align the nodes to a grid based on where they currently are?
  14. If you're like the rest of us, this is the first of about 20 times you'll do that. In different saves
  15. You know how when you take a "Rescue Kerbal" contract and it spawns a vessel that you can see, but not control until you're in the vessel's SOI? Is it possible to spawn a vessel like that in the Mission Builder? I see no settings in the "Spawn Vessel" node.
  16. Like banging your head on a wall? I had that when career was first implemented, back when there was a chance it would be changed. Nobody listened to me either. Maybe I'm jaded, I don't know.
  17. The original medical scanning that McCoy used that fit in his hand, the tiny cylinder? That was a salt shaker from craft services.
  18. I understand the logic, but you understand that argument could be made of almost the entire tech tree? Does your ideal tech tree have all structural elements, batteries, landing gear, science stuff, antennas, etc in the very first node because we had them before space flight?
  19. Sadly when I was new, all parts were available and there were no science points to be gotten so I have no idea how I'd have done. And to be clear, I was responding to the idea that the tech tree isn't "fine", which I think it is. It does it's job of giving you a reason to go out and do stuff, while not being too much in your way to progressing. I never said it was perfect and don't think it even can be. There are so many things that so many people think need to move to lower tiers, that a quick drive around KSC would unlock most every part if we followed everybody's advice. That said, I can see moving the basic ladder, a lamp (which are sorely in need of a reskinning a la the Thumper), and some landing gear (but not those micro ones. The 2nd tier of legs that actually serve a purpose) a bit up the chain, perhaps swapping them for something else so you don't unlock 20 parts all at once and then have a tier with a single thing in it later on.
  20. But only on Eve, Kerbin, Tylo, and Laythe. And on all but Eve, you can usually jetpack jump so long as your lander's squat enough. And you're not landing on Eve (or Tylo or Laythe) with tier 4 parts or less you're good enough to figure out how to get by without the ladder And regarding prices I've never, ever, ever shied away from putting any part on any ship because of price. Maybe on all-settings-hardest or something but even then, I'd just buy the part and make sure I could recover it.
  21. I like a lot of these ideas, especially the science stuff. In particular, I like the fog of war coupled with specific (and randomized!) places to land and visit, which encourages both precision landing and rovers. I also like the idea of never having to click to do science again. That's what the Kerbals are for. I don't think there should ever be a porkchop plot in the game. Instead, there should be a place to plan transfers*. You would plan transfers by creating a "Transfer Node" on a planet or moon's orbit. This Transfer Node would basically be a Maneuver node that you place on the world's orbit. You can then plan your own transfer to another world very simply. Then, once you get a ship into orbit of the source world, you can "copy the transfer node" to that ship and it will create a maneuver node to get that transfer, at least as close as can be expected (shifting time to achieve perfect escape from the world, and allowing for the fact that SOIs are not pinpoints like Maneuver Nodes are). This, along with a stock alarm clock, would be enough to allow players to plan their own transfers AND learn how transfers actually work, without puking a multicolored graph in their face. * The place to plan transfers could be a new building, or part of the Tracking Station, or maybe even there could be a way to do it in Map Mode. Or ditch strategies altogether, move contracts to the Admin building, and use Mission Control as a place to - you know - control your missions.
  22. It does. The lab doesn't care where the experiments came from (except it won't do copies so you have to bring new experiments to it). It only cares where it is. So a crew report from the launch pad gets more lab use in orbit of Minmus, than the Minmus crew report would on the launch pad.
  23. I assume your question is because you think it may not be the best way and you're (sort of) right. If you want to be cost- and fuel-efficient then the Mainsail is bad. It's expensive and heavy and by throttling it down you're paying for something you don't use. If you want to get more stuff into orbit quickly (in your play time not game time) or your computer is struggling with part counts, then using a Mainsail is perfectly fine. It's easy and usually works and is only one part.
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