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Everything posted by HeadHunter67
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More relevant to this discussion if you had to get out of the car to read each street sign, instead of being able to look out the window. That's the real issue here - Kerbals can tell what biome they're over when they are out of the capsule more easily than when they are inside, looking at the sensors and instrumentation. Are the windows on these capsules that bad?
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Not on the Mün, it isn't. And here's the thing that refutes the "why would you expect a map?" question: A Kerbal will still bring back science from a biome he's never encountered before. Since the only difference is when you click for the EVA report, exactly how would it be detrimental to gameplay? The only thing it changes is that it prevents a clickfest and needless, pointless EVAs.
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Take some time to rest and regroup and collect your thoughts and refresh your enthusiasm. It's worth the wait. Meantime, I'm going to go play with this beautiful and cool rocket you built for me!
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In no particular order: Kerbal Space Program Minecraft Battlefield 1942 (and its fantastic mods!) Age of Empires Fallout 3
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Biomes on Minmus and Kerbin are broken
HeadHunter67 replied to DeadMG's topic in KSP1 Suggestions & Development Discussion
Not if you expect to do it all "in a single mission" as the OP said. You can get to Minmus with just the first couple of nodes - but if you want to do it all in a single mission, you're going to want more than just those crummy little parts. But hey, if you're able to actually build a ship that can mine an entire moon for science with the basic parts, then you deserve that massive yield of research, and honestly, such a skilled player has no room to complain about easily overcoming that challenge. And let's not pretend it's the "only choice" if you can build a biome hopper with just those parts. I'm sure you could just as easily make something that goes to Duna or wherever, since you already know how to build such a craft. -
That is (apparently) the way it is set - however, the capsule does not leave the top of the rocket when this happens. I don't know if it's because something remains attached, or if the assembly is just too heavy for the LES engine to pull it off... I'm betting the bottom plate needs to be added to the abort sequence.
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KER does properly show the delta-V for the LFB KR-1x2, so I'm not sure why it's not showing for the Edamame. Whenever I use an LES, I also recommend setting up another action group that decouples the capsule from everything else and deploys the chutes. Spacing through each stage takes too much time for the chutes to kick in on a pad abort. Also, the orbital module should be the first component that is decoupled when the reentry procedure is begun. Current staging places it above the capsule's heat shield, which means the heat shield would be jettisoned before the orbital module. I understand that in staging, this may be a limitation of the (wonderful) inline chute, which decouples and deploys in a single staging action. It would appear that manually ejecting the OM prior to reentry would require an action group to avoid the chutes being prematurely activated. Still, this is a wonderful pack - and that inline chute is something I'm sure to find myself using even on other craft. This setup is just challenging me to think in new ways about staging, action groups and how I assemble a craft. Thanks again for all your effort and I look forward to each new update.
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Indeed - it would, in fact, be a heating system. The link is not as simple and straightforward as the phrase "negative temperature" would suggest. Without enthalpy, and in a state where increasing the energy increases entropy, Absolute Zero is still the coldest you can make something.
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I have discovered that if I add "Jettison Fairing" to the Abort action group, the pad abort works fine. Otherwise, the fairings will hold everything in place. So I guess it's a simple thing for me to fix, thanks for looking into it. [EDIT: Just one other question - I notice that the service module is not seen by Kerbal Engineer when it comes to Delta-V calculations. The rocket works fine, but KER can't seem to read it's delta-V remaining. I don't know if it's because it's a part containing an engine and fuel together, or what. Minor issue, though.]
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Biomes on Minmus and Kerbin are broken
HeadHunter67 replied to DeadMG's topic in KSP1 Suggestions & Development Discussion
...which you don't need, because you have already unlocked most or all of the tree by the time you can visit all Minmus biomes in a single mission. As for the Kerbin biomes, you can unlock a pretty big chunk of the tech tree without ever leaving home - and that's how it should be. How many extraterrestrial missions did we do before we developed the technology to land on the Moon? -
Eyes Turned Skywards UPDATE now with Signup Sheet
HeadHunter67 replied to NathanKell's topic in KSP1 Mod Development
I don't have any skills that would lend themselves to this mod, but I want to voice my approval and enthusiasm for it. When I was a child, growing up in the early '70s, America's manned space program was still very vibrant and active - we were still landing men on the Moon, then we had Skylab and the ASTP... I remember looking thorugh books where people had dreamed up designs for our next steps in space. This reminds me of those dreams. I wish you all the success you can get on this, and hope to be trying out some of these things in game someday. -
I'm not saying that a manned mission to Venus is a scientific impossibility - I'm saying that some of the things you suggest are scientifically impossible. Cooling something past the level at which all molecular activity ceases (0 K/-273.15 C/-459.67 F) is not and can never be possible. If we need a giant robot exoskeleton to walk on Venus, what's the difference between that and staying in the capsule? Why would we go through all that trouble just to say we imitated a human activity on a planet that is unsuitable for even the briefest habitation? Venus could certainly be terraformed - and it's a process that would literally take centuries. By then, it will be a moot point - there are thousands of better candidates for colonies, out among the exoplanets we've discovered. It's great that you dream big - but you have some egregious misconceptions about how science works. If you want to see any of that dream become a reality, you owe it to yourself and to humanity to get educated. People who use phrases like "thousands of degrees below zero" should refrain from scientific discussion, and concentrate on their homework.
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Three astronauts were killed in a spacecraft - if that doesn't count, then neither does Columbia, which was a "plane crash" by your definition. [EDIT: Oh, and Challenger exploded at 15km, well below the Kármán line or 100 km, so by your definition, that doesn't count either...] The total number of American astronauts killed in spacecraft is 15 - 3 on Apollo 1, 7 on Challenger, 5 on Columbia (the other two crew members were from Israel and India). On a totally unrelated note, William McCool sure looked like Kevin Bacon, didn't he?
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There is simply no such thing as "thousands of degrees below zero", and there never will be. If you don't want to talk about science, just say so, and we can carry on with a fantastic discussion of using non-existent sorcery to accomplish space missions.
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Any reason why KSP is mainly piloted space exploration?
HeadHunter67 replied to USAGuerrilla's topic in KSP1 Discussion
The reason KSP is mainly piloted flights is because it's called Kerbal Space Program, not Unmanned Space Program. -
I am using the latest version, 3.02 of Procedural Fairings. Is the system working properly for you, then? I'm considering just rebuilding it with an interstage fairing if that works. I'm familiar with setting up the fairings but the craft doesn't seem to work right "out of the box". I also recommend adding struts to the top of the boosters, to minimize flex (caused two of the engines to fall off on one of the launches). The new parts are gorgeous - I love the new orbital module and you've created a stockalike pack that will be part of every install going forward for me. This and the Kerbal X Stock Launcher Overhaul are my favorite stockalike packs ever.
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The PFairing version of the Soy-Juice craft doesn't seem to operate properly, either on a pad abort or in flight. I don't know if it's because of the top fairing base or what, but it doesn't separate properly in either instance. It fires, but stays anchored to the craft. The fairing sides don't seem to drift away, either. Any idea what's the cause?
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Space Stations - Micro to Massive
HeadHunter67 replied to Claw's topic in KSP1 Gameplay Questions and Tutorials
With sufficient RCS and SAS torque on the tug, it's not much of an issue. My robot tug is an RGU with the most powerful reaction wheel on either side, an RCS fuel tank on either side of those, and two sets of 4 RCS blocks. I can move just about anything into place with little difficulty - and with a 4000 point battery and a set of 4 RTGs for power, it's only around 21 parts. -
[0.90] Kerbin Shuttle Orbiter System v4.13
HeadHunter67 replied to helldiver's topic in KSP1 Mod Releases
I don't think anyone minds cherry-picking for themselves - but I think the question that those people have is "which parts do I need to keep in order for this to work properly?" For those who want to use just the station parts, for instance, it would be helpful to know what else could be safely deleted. As I discovered when I tried to do the same, it's not always immediately apparent. Would it be possible, perhaps, to have an install guide that tells people what files must be kept for this?