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Everything posted by zxczxczbfg
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You know how phys-warp sometimes makes parachutes pop off? Well, I was 'chuting down from LKO in a Mk-1 command pod with a Mk-16 parachute on top, at 4x warp. The parachute popped off because forgot I left phys-warp on, and in a rare moment of quick thinking I EVA'd poor Jeb. HE SURVIVED. Granted, he was half-buried on his side in the ground, but if anyone still thinks Jeb doesn't deserve his BadS flag, this will put an end to all arguments over it.
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Clarification on how to recover things for Science gain: Two ways. 1) When your vessel (not even the whole thing, just the command pod and/or any science-bearing parts) is landed on good old Kerba Firma or splashed down in the ocean (as is the case with most very short suborbital flights), there is a semi-hidden button on the top of your screen, above the altimeter. Mouse over the small glowing green triangle you see over the altimeter and it should expand and display a button marked "recover" or somesuch. Click it, and mission complete! 2) To recover a vessel without having to manually switch to it, you can go to the Tracking Station (the building with the big radar dishes) and find the vessel in the list. It should display something like "Landed/Splashed-Down on Kerbin", just select it and hit the green button, the tooltip of which should read "recover". You can also self-destruct vessels from this screen, if they're out of reach of the recover function (i.e. not on Kerbin's surface). IMPORTANT to note: You can recover debris as well, including science-bearing parts like the Goo Canister, if they're splashed down or landed safely (emphasis on safely--it doesn't work if you just drop them, since physics unloads past a certain limit, at which point they are considered to have crashed).
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On which planet did you Aerobrake for your 1st time?
zxczxczbfg replied to LtHeckard's topic in KSP1 Discussion
Well, it was just today in fact. I sent up Jeb in a small pod, then set it on a barely-suborbital path, EVA'd Jeb, used KAS to grab a parachute and deploy it while still grabbed, drifted on EVA for awhile. Followed by a quadruple aerobrake. The atmosphere didn't quite kill enough velocity, and I just arced out of the atmosphere and aerobraked again. I wonder if it still counts as B.A.S.E. jumping if it's from an orbiting spacecraft. -
Most important lesson you've learned in KSP?
zxczxczbfg replied to Tassyr's topic in KSP1 Discussion
When you're trying to send up a space station, make sure the crew are on board before you launch. -
Hmm. An idea: Add Separatrons to the list of grabbable parts. Fun rocket pack, or useful emergency escape system? PS: Built a small one-man LKO ship specifically to test the parachute thing. Put Jeb in it, since a triple-aerobraking followed by a high-speed skydive, both while on EVA, seem like exactly the thing Jeb would do.
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Why are so many people opposed to nuclear energy?
zxczxczbfg replied to Skyler4856's topic in Science & Spaceflight
Well, no. Cesium reacts quite exuberantly with water, and it is somewhat tricky to dilute something in something else when they're trying their darndest to explode. (Cesium salts on the other hand . . .) Plus, there's no way to track that small of an amount of Cs-137. -
My Jeb is awaiting launch on the first manned Mun mission on this save.
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And a realist just goes and fills up the glass.
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An asteroid? Then name it Gilly!
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Second, simpler method: Simply turn the colony over manually when you approach the Mun. Some kind of perpendicularly-mounted engine might help.
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Might just be bad luck with the Mun's newfangled procedural whatchamacallit from 0.21.
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Well, it has been confirmed that you can retract them now, much to the relief of realism-style rocket builders everywhere. No more reentries vaporizing your communications dishes.
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[WEB APP] Ribbon Generator [1.1.2] [ABANDONED]
zxczxczbfg replied to Moustachauve's topic in KSP1 Tools and Applications
I agree. I update all my ribbons in more or less real time. My Mun lander is a ship until it actually lands. -
Exchanging pilots when and with docked cabins
zxczxczbfg replied to Jananton's topic in KSP1 Gameplay Questions and Tutorials
Not yet implemented! The devs will get to it once they finish with more pressing concerns. -
Check out TouhouTorpedo's various mods, especially the Mk3 fuselage IVA and expansion.
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Am I the only one who doesnt care for Career mode?
zxczxczbfg replied to 99TheCreator's topic in KSP1 Discussion
Personally, I think it would be fun to see the progress of the Kerbals' own space program taking a completely different course from the ones in real life. The fact that Kerbals have to physically get into orbit to discover that Kerbin is in fact round and not flat makes me laugh. -
Congrats! "Man, that may have been a small one for Neil, but that's a long one for me!" --Charles "Pete" Conrad Jr.
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[WEB APP] Ribbon Generator [1.1.2] [ABANDONED]
zxczxczbfg replied to Moustachauve's topic in KSP1 Tools and Applications
Suggestions that I'm sure someone has mentioned before: Challenge wreath for Gilly: Using no thrusters of any kind, get a wheeled craft into orbit, most likely by using one of the hills as a ramp. Challenge wreath for Moho: Land a craft or plant a flag at the bottom of either of the Moholes. Challenge wreath for Jool: Using either balloon mods or some sort of other self-sustaining lift, create a structure that hovers at a fixed altitude and position in Jool's atmosphere. Explorer device: Visit ALL of the anomalies on a given planet (at least all of the ones listed on the wiki). -
False. Although that would be cool. Next time I take the census, I'm putting my race down as "Kerbal". The user below me has one of those ribbon patches in his or her signature. (Kind of a cop out guess, but still.)
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I've got an "orbital coatrack", basically a fuel tank, engines, solar panels, and RCS on one end of a long truss with a shielded docking port on the other end. The truss has about a dozen external chairs on it, and when something happens to the station that threatens its continued operation (debris encounter, docking accident, etc.), I just EVA all my Kerbals over to the coatrack, undock it, and fly it about a kilometer away. I then leave them there. And when I get another station, I've already got a dozen Kerbals in orbit to stock it with!