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HeadHunter67

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Everything posted by HeadHunter67

  1. You're trying to start another argument, you know that your post won't end the debate. As for the NASA analogy, they use a really big, very complicated "video game" before they put lives on the line, too. They don't just slap together some parts in the VAB and put astronauts in a rocket without lots of simulations first. And in those simulations, as in real flight...they don't freehand it, they use computer guidance. Apollo 13 is the only mission I can recall that didn't have that kind of computer guidance - and even when they had to do it all by hand, their course and burns were still given to them by ground control... who had figured it out with the computer.
  2. I preferred KW to NP - the parts look so much better. BUT, it's a resource hog at half a Gig (in a game that can only effectively use 2 GB, that's a liability). I'd like to see KW get updated and optimized.
  3. So... high Courage (a full bar) is "brave", but high Stupidity is actually smart? Or are they both misnamed?
  4. Sadly, they are killed when they land. I made a jetpack using a tiny probe core, a command seat, a small fuel tank and a couple little radial engines. It exploded on the pad, hurled the Kerbal 1.1km away in four seconds - that's zero to 500mph in four seconds!
  5. As opposed to the little green men with big, oblong heads and enormous unlidded eyes?
  6. Impressive and efficient rockets - nice looking, too. I installed the subassemblies into the proper subassembly manager folder - I can build with them on 0.21.1 but when I go to launch, it still seems like there's some sort of fuel feed issue. I throttle up, hit space and they make that noise like they've got no fuel. I can't tell what's wrong. If I load the actual craft file instead of a subassembly, I can kind of modify it by putting my payload on top (assuming I can add what I need, not sure how you get around the root part issue) and that rocket will launch just fine. I think I have the same issue with the Atlas lifters, so it's not just this line of rockets. Any idea what I might be doing incorrectly?
  7. I think I got this backwards. If the target is ahead, its orbit should be above yours - and when you speed up to intersect, your orbit will increase to match. And if the target is behind, its orbit should be below you? You basically slow down to let it catch up, and lose altitude to match?
  8. So, if the target is ahead of you, it should be above you, and if it's behind you, it should be below you? I think I had it backwards before, but "Ahead/Above, Behind/Below" is easy to remember.
  9. I voted for rendezvous - I've seen a couple tutorials and read up on it but still can't get the hang of it. Docking itself isn't too hard for me. Honestly, though, I'd happily watch videos on most of those subjects. I'm always eager to learn more about the game, and I learn best by hearing and seeing how it's done before I try it myself. Basically, tell me how to do it, show me how to do it... and then let me try.
  10. It's my understanding that the Unity engine does not support multi-threading, so it probably cannot fully utilize a dual or quad core processor. Also, it can only use 2 GB or RAM - so the only benefit you'd get from having more, of course, is for all the other stuff your machine might be running at the same time (OS, services, other applications, etc.). Sadly, this means that most typical gamers' computers, which should have more than enough power to run this or most other games smoothly, will still experience some slowness with KSP.
  11. I'm assuming they intend to rendezvous with the station - that doesn't happen by matching orbits.
  12. Yes, I got a couple of screenshots from a mission on the 25th where I brought along some passengers: Considering that the can broke free of the command module during re-entry (next time I'll remember to put chutes on it too!), their screams were justified.
  13. Just tried out the updated scenario - I think it is a better test of docking skills and is more in-depth. The only thing I'd advise pilots to do is to toggle off the torque in the lander can, otherwise you will find that when trying to yaw, pitch or roll with the thrusters that the pod tries to torque it back.
  14. I suppose as long as I can keep using the stock craft for my non-tutorial missions, that would be fine. Otherwise I have to find a way to recover its crew.
  15. One of the entries I voted for, for sure.
  16. Can we get docking ports that actually work like the real thing? That is to say, where crew can pass through them?
  17. I like FusTek, I'm planning to use them on my next station (as soon as I can design a lifter that'll get it into orbit!)
  18. Very useful little tool. It's helped me fine-tune the position of my RCS to ensure a balanced craft. Docking is tricky enough as it is, without worrying about unbalanced thrust.
  19. I tried the standalone docking cam today and it worked wonderfully! Thank you so much. This is the sort of equipment I'd expect on a real spacecraft (after all, in real life, you can't get out and check your position from all 3 axes in Chase Camera mode)...
  20. Awesome, I'll be checking it out. Has the craft file changed? (I'm actually using that as my rendezvous target while I learn to get close enough to dock.)
  21. This is a beautiful station - I can appreciate all the hard work and brain sweat that must have gone into designing it. I'd say it looks more like a real space station than anything I've seen on the forums so far - and that's saying a lot, because there are a lot of great designs. Once I figure out how to rendezvous, I'll have to try putting a station together.
  22. Thanks for the update - and I look forward to seeing what you have in mind regarding integration with the Astronaut Complex. In the past few days, I had to actually learn how to do EVA to get from one part of a station to another! So I guess there was a small benefit to the brief wait. But honestly, I'm not sure why Squad (or a modder) hasn't come up with a way to make docking ports work as they should - so that crew can transfer through them.
  23. How about the Discovery pod from the Deep Space pack?
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