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Everything posted by User Unrelated
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I finally landed a kerbal on the mun, and returned him safely home (using a very limited tech tree. I JUST got struts!) My new favorite kerbal, Kenlas Kermin (Far more courageous than even Jebadiah himself, but also so stupid that the engineers had to round off all of the sharp corners in the cockpit) set foot in the Mun's East-Side crater tonight, and gathered a staggering 770 science for me to immediately spend on many new fancy goodies! I also accidentally learned how to gravity-brake using the Mun, and also, perfected my aerobraking procedure, which I have grown to really like. I've never tired it until now, but I figured I'd better practice on Kerbin before I try and do it anywhere else.
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"Go ahead and drop the boosters."
User Unrelated replied to Whackjob's topic in KSP1 Mission Reports
Not quite as big, but I had a nice cluster earlier... I finally got the hang of launching enough fuel for a trip to, and back from the Mun, and it involved a pretty menacing looking cluster of 8 boosters... 6 fired off simultaneously at launch, and the remaining 2 pulled the craft into orbit... nowhere near as menacing as yours, but I thought it looked pretty cool with the limited tech tree that I have so far -
Have YOU ever had a Kraken attack?
User Unrelated replied to CrazedGunman502's topic in KSP1 Discussion
Just yesterday, actually... I had my first run-in! I didn't even realize that it happened, though. but I went into the tracking station to clean up the 60+ debris that was littering the surface of kerbin (I like to keep the stuff in orbit, but I don't need to add 6 new debris on Kerbin when my return craft "gently" touch down and lose a bunch of pieces) but I went in, and saw "orbiting kerbin" "orbiting mun" "orbiting kerbin" "landed at kerbin" "in flight" uh... in flight? where? *click* oh. the funny thing? That craft never even left the atmosphere it was just a bit science lab that I created to toss to the side of KSC and spam early science from surface samples (it was using those 4 liquid boosters on top as power generators, because I hadn't unlocked solar panels or batteries yet) I never had one explode (I launched 2 of them), so I really have no clue. -
How many Kerbals do you have in need of rescuing?
User Unrelated replied to Fenris's topic in KSP1 Discussion
On my .21 sandbox save that I was running up until a few weeks ago, I had only 2... Jeb was stranded on a kethane scanning station... there was a probe core on the station, and then a crew capsule on top, and the crew capsule was supposed to jettison and return home but I forgot to stop the fuel crossfeed, and burned through all the escape pod fuel with the main booster on the station, D'OH! the second one was a similar issue with Bill... same space station, actually, but destined for the mun. Eveeything went well, and I remembered to switch off fuel crossfeed... but the return pod didn't have enough go-juice, and now he's in a weird eliptical orbit around kerbin. -
So, when I first launched the mod, the tech tree chooser came up, but I was unable to select anything in the "online tree" or whatever option that is, so I just lazily clicked "use stock"... and now after uninstalling and reinstalling the mod several times, I cannot get the tree chooser to appear again, and I'm still stuck with the stock tree. Is there any way to change a config file to use the interstellar tree? also, you spelled "regolith" wrong in the description of the hybrid aluminum rocket EDIT: and I like what I'm seeing up there! Is this due in a future update?
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What's your "YES!" moment when you research a part in career?
User Unrelated replied to Sesni's topic in KSP1 Discussion
batteries for me... before I got batteries, I'd strap a medium fuel tank horizontally with 2 opposing liquid fuel rockets on top of every craft I flew, just to create enough power to send one or two more experiments of data once the main boosters had run out, or I landed somewhere on Kerbin. Next, I'm gunning for struts... -
The "You know you're playing a lot of KSP when..." thread
User Unrelated replied to Phenom Anon X's topic in KSP1 Discussion
I had this EXACT thought earlier this afternoon when I looked out my window. -
Kerbal-deployed sensors/beacons/lights
User Unrelated replied to Tassyr's topic in KSP1 Suggestions & Development Discussion
I'd love this! Especially the lights, that'd really "liven up" an extraterrestrial scene -
I looked into the kOS, and that's a bit TOO in-depth for even my taste. Maybe I was interpreting it wrong... I didn't look TOO hard, maybe I'll try it out. I feel like what I outlined would be less of a "you need to use this to fly successful missions", and more of a "this is something fun you can mess around with"
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So, I'm a big fan of automation... but not fancy autopilots or anything. I'm thinking something like an inline module, similar in size/weight to an SAS module. My thought was to take output from sensors or other things, say, the output of a solar panel, and turn those into dynamic variables you could then have simple commands linked to custom action keys that relate to the variables, like "if 'large solar array output' < 50%, then execute custom command 1" where custom command 1 could be set up to activate a kethoelectric generator, or shut off all of the station lights or something. or another example would be to open a few solar panels as soon as you exited the atmosphere (using the output value from a Barometer) When I say "custom commands", I am talking about the command groups or whatever that are already implemented, I just can't remember exactly what they are called, I don't have the game open. I know these wouldn't have much of a use most of the time, since when you unload ships, they basically just do their own thing... but I think it'd be fun and useful to set up habitation bases/stations to manage themselves when you are working in/around them. anyone else think this is a neat idea? I feel like it wouldn't be TOO hard to implement, all of the data is already there, it'd just be a matter of linking things together, and getting it all to work harmoniously. I am imagining an editor UI with dropdown menus in columns, like to choose between numerical operators (<, >, =, /=), action groups, and variables. I feel that it'd be a lot easier if you could have an empty list of useable variables, but then add to the list by right clicking on an item, like a solar panel, and having a button to "add variable", so you wouldn't have 15,000,000 variables to choose from (you could select to view only the ones you plan on implementing) also, to go along with making this easy to use, it'd be nice to be able to re-name action groups for the sake of knowing what you're doing in the editor UI. I feel like this is simple enough not to be ridiculous and OP, and I'd really have fun with it
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Radial decouplers as rover suspension
User Unrelated replied to diegzumillo's topic in KSP1 Discussion
The "standard hardpoints" have some serious flex, too, and they don't have the possibility of accidentally decoupling. I might have to go try that... -
solar panels, my friend. Keep those generators as backup in case you hit a shadow for a while
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That is a fantastic idea. I had to jettison a nuclear stage shortly before impact, and I was trying to estimate it's acceleration, and calculate the distance based on the time it took until I heard it explode, but my calculations were really rough, due to not really knowing the exact munar acceleration due to gravity, and also because I came up with the idea 3 or 4 seconds after I jetisoned the stage, and also because I neglected the washout from the small descent engines pushing the stage downward.
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no... even though my rockets are always (almost always) perfectly symmetrical, they always seem to find a way to go crazy and start leaning to one side way too much... I would put myself at the level of... uh... a pair of Scott's socks.
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constructed a nice chunky base to start my mun colonization... I was very happy with my rocket design. It took a bit of strategic strutting to keep it together during launch, but I devised a plan of using the small structural beams, and struts to make a sort of tension/torsion system, because there's nothing to strut off to to keep the upper stages steady. and then crashed into the mun because it went all invisible so I rage quit for tonight, I spent a LOT of time finessing that thing down I only crashed at 15m/s, but because the altimeter isn't actually "right" about where the ground is, I had no idea where I needed to stop. view from the crash site
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The moment the game mechanics click for you?
User Unrelated replied to Rocket Farmer's topic in KSP1 Discussion
I was having a really hard time with rendezvous at first but one day, I was just messing around, and BLAM... now it's a simple as can be. I used my kerbin orbit rendezvous approach to reach eve yesterday, too... not the most effective planetary transfer, and it took a bit more than 800 kerban days, but hey, it's a step in the right direction! My kerbin station is getting a bit large but it still needs a kethane tank and some other little knick-knacks. the funniest "EUREKA!" moment I've had was with docking. The first couple of days that I had the game, I didn't know about translational RCS thrusting so as you could imagine, docking was IMPOSSIBLE. I was getting so frustrated trying to dock something after attempt after attempt at rendezvous, and about 3 hours in, I just had enough, and smashed my hands on the keyboard and the ship bumped off smoothly to the right... WUT. WHY DIDN'T I KNOW ABOUT THIS BEFORE!?!?!? but now I know, hahaha. -
Kerbin escape challenge
User Unrelated replied to Hejnfelt's topic in KSP1 Challenges & Mission ideas
I was going to do this with some big solid boosters, but then I remembered the no mods part... no fun, jeb can't burn up ESCAPING the atmosphere now... I'll have to try this later, I have a pretty good idea. -
[Question] Tweaks and mods that lower system requirements?
User Unrelated replied to Th13f's topic in KSP1 Discussion
That's nifty. I might have to do that. The only thing I ever do with the ocean is crash into it anyway, so I bet that'd help my game performance during those stressful wiggly station launches. -
[Question] Tweaks and mods that lower system requirements?
User Unrelated replied to Th13f's topic in KSP1 Discussion
My Macbook pro runs comfortably around 80*C, and there are no issues while playing games such as KSP. Mobile systems are designed to run hotter, so they can be made smaller and lighter. If I remember correctly, the chipset in my notebook can operate up to 125C without permanent damage (of course, it'll have a kernel panic and shut down before it gets that hot) Your computer will shut itself down before damage can be done by heat. What exactly is this doing? -
This guy. This guy right here knows what's up. Out of all of the spectacular and impressive things that I've learned over the past 3 years in engineering school, I don't even hesitate to say that the most important things I've learned so far in life have been the teamwork and leadership skills that I gained from my 4 years as a power-player on the F.I.R.S.T. Robotics team in high school.
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wow I'd KILL to have a physical nav-ball! that'd be insanely difficult to build, though maybe even just a small little separate display for the nav-ball would be cool.
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I took a little stroll down the road, and ended up with a crazy girl called Eve. She smells like bad perfume, but her looks make up for it. It was a challenge for me to get here, but I'm getting better! I just really wish that I hadn't left the job of orbit circularization to 3 radially mounted ANT engines, when my whole probe probably weighed about 7 tons when full of fuel it took FOREVER! The good news is, my new launcher design is proving to be very versatile (I also launched an empty fuel storage tank up to my station with it earlier today) I still have about half of the fuel tank left... not quite enough to swap my polar orbit to an equatorial orbit, but it might come in handy if I ever decide to use the clamp-o-tron that I've started adding to every single craft I launch "just in case" I decide to use it later. I left my first bit of debris outside the Kerbin system, too... I've got a tri-strut nuclear bell floating around Eve in a massive elliptical orbit now haha
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I'd be interested to see how you strap your rover down for flight, I can imagine it'd get jostled about quite a bit. That's probably a good job for quantum struts! I also don't know of any "ramps" or anything deployable like that, but I also use the mod KAS, which could just winch the rover back into the belly of the craft. Now I'm thinking about this... it'd be pretty fun to design something. Maybe I'll try and tackle just an atmospheric rover taxi... I'm not THAT good at the game yet haha This might turn into a kethane gathering plane. I haven't figured out a good way to get that stuff without just "driving" a slow and flippy rover there.