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annallia
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KSP2 Release Notes
Everything posted by annallia
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Anything within Kerbin's SOI = do whatever so long as they make it home. It just doesn't take long enough to require things like a hitchhiker container to act as living quarters to go to minmus or mun. Outside of Kerbins SOI however I always send a little care package along with them. Usually a fuel satellite to top them off before they return (maybe even grab a little extra before landing if it looks low). As well as a small base type lander just in case they do get stranded.
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Most games can actually be run on specs below their stated minimum. They usually require you to play on the lowest possible settings but it can be done. However, it will tax your system and likely crash a lot if you try which is why the stated minimum is usually a bit higher than the true minimum. Also why most give both a minimum and a recommended requirements.
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Those are regular chutes. Though there was a mod that more or less copied them and turned them into drogue chutes.
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Orbiting Minmus in this: Unless he finds a way to crash it using only the escape pods engines (only things capable of thrust on the station) he will finally be keeping out of trouble.
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Albart Kerbin got going really fast... One of the few jets I have designed capable of getting the vapor trails.. The only one that ever managed plasma trails as well (though the engine burned out 2 seconds later)... Then he had to eject And now that he will soon be recovered timed to redesign the plane to make it easier to fly.
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I was very interested in it at first, but it did get old quick. However I know they have more in store for career mode which should make it better.
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Nimbus Station is up and running! Just needs to be staffed (Jeb is only one there) and the other two escape pods need to be delivered. Other than that it is all fueled up (except kethane) and ready to go. Sitting in 100k orbit of Minmus and will act as a ship yard for missions outside of Kerbins SOI.
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Thank you! I knew I was missing a mod but I couldn't think of what it was... Reinforcement is why my designs which worked just a week ago before I did a complete reinstall no longer worked... Or rather they worked after I added a bazillion struts. That said I forgot one more restriction. MechJeb is only allowed to fly for me on unmanned ships.
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Minmus decided it didn't want a station... After three failed launches of the station core, another failed launch of the power station and a failed launch of the final fuel tank I thought I was almost done. As it stands now I have 2 large part warehouses set to slingshot around Minmus and probably leave Kerbin SOI (Orbit view says it will, I think it might come back) because the tug I was using to to move it into place that had moved all of those pieces into place without fuel worries decided one of the lightest parts would drain its tanks mid way to the moon.
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I don't revert. I don't allow my kerbals to respawn should they die. I use a rotating roster for my kerbals, meaning even if they have to bail out on a failed launch I go to the next one on the list. I sometimes use another restriction in the instance of a death of a kerbal. I have my own system set up to determine what happens next. Possible outcomes include defunding a project (even if it is a half completed base/station) or limiting myself to probe missions for a time period. Edit- I forgot, any flight outside of Kerbin SOI needs 1 hitchiker can for every 2 kerbals. +1 extra if 6 or more kerbals. All stations must contain a habitat wing which consists of one hitchhiker per kerbal + 2 for visitors. All stations must have fuel, reactors, or battery storage separated from not only eachother buy from crew quarters. Final restriction is we leave no kerbal behind! Even if the mission is just to collect a surface sample where they turned into dust (and plant a memorial flag).
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Non-Kerbal Canon References Within the Game.
annallia replied to CaptainCrunchSaus's topic in KSP1 Discussion
There is also the science report when orbiting Jool. I forget which one it is but has a 2001 reference as well. -
In an effort to keep Jeb out of trouble I promoted him to commander. His last flight was supposed to be the station core of my new Minmus station where he would be in command. Unfortunately a mixup in staging caused the lifter to explode and Jeb had to bail out.. He doesn't seem to mind though.
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Why does Bill in a suit remind me of the most interesting guy in the world commercials?
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Nova Punch has escape towers already built in, though I don't use them myself they usually get trimmed with a lot of the stuff I don't use. That said I don't really build abort features into my designs, I do however tend to add a lot of chutes to command modules so all I really have to do is stage until they deploy. By that point I am just the CM and any payload that was intended to come back with it. Spaceplanes or any plane really however I have been adding abort procedures to. I used to just add a decoupler to the cockpit and some radial chutes but now that I have a mod that allows EVA parachutes and an eject function I just use that.
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I killed Bill. I didn't want to, but apparently I picked a bad spot on Duna to do a chute assisted landing. Place I crashed into was at 4400 altitude... no time for my chutes to help slow me down.
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Took Bob to Minmus
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I sent a probe to Jool. As I don't have nuke engines yet I didn't do my usual tour of the moons though I did intend to push on to Tylo for more science. However after plotting my maneuver I saw I didn't have enough fuel to reach there so instead I just crashed the probe into Jool spamming science all the way down until the batteries ran out. With the little better than 2k science I gathered I am planning a new Jool mission now with nervas!
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I had to choose disagree. While true most of my probes stay gone once in a while one will be designed with returning in mind.
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How long have you been playing kerbal space program for?
annallia replied to FlamingPotatoes's topic in KSP1 Discussion
Pretty sure it was just before the 0.20 update. -
4800 perigee.... something in the neighborhood of 122000 apogee. Ran out of fuel on return and tried to slingshot back with RCS but wound up with that orbit instead.
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Another idiot who can't dock.
annallia replied to King_Gus_Man's topic in KSP1 Gameplay Questions and Tutorials
Only thing I can suggest is get mechjeb. I was a horrible docker (still not great at it) but I learned how by just putting two ships in orbit and watching mechjeb rendezvous and dock them. After a while I quit using mech jeb for the docking and just for the rendezvous, eventually I got that part down pat as well. -
This works if you only have one chute. If however you are landing a large craft with chutes on the edges, or even just a lot of radial chutes you run the risk of unbalancing the craft. Now in Kerbin or Eve this isn't much of a problem because you have forever and a half to open all the chutes and once they are all opened your craft will right itself but I have had this method fail me on Duna before.
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I restarted career mode again. Sent a probe out to do sciency stuff in deep space until it ran out of power, saw I had a mun encounter on its way out of the soi and cut the engines at just the right time to get a sling shot back to kerbin. I decided to repurpose the mission and return it to kerbin for a big science boost but forgot that since I didn't intend for it to return I had no chutes, and its engine wasn't strong enough to land. So with that in mind I launched the KDSSEP MK II (after unlocking solar pannels) and repeated the same mission. After spending some time orbiting kerbol I decided to try and send it to moho, I had enough fuel to make the trip but not enough to make the course correction I needed. So then I launched the KDSSEP MK III which was slightly redisgned, also included thermometer and barometer and a bit more fuel. Again had a mun encounter so decided this time since I remembered I forgot parachutes to just land on the mun even though I had no landing legs. Managed to set down gentile enough that the engine is still good! But I did tip over so its stuck there doing experiments which is ok.
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Kerbin's Gone Kablooey! What about the astronauts?
annallia replied to Borkless's topic in KSP1 Discussion
In my current career they would all be dead. No off world assets for them to live off of and limited tech to put anything together (assuming they had a little advanced warning.) Current Sandbox they would fair slightly better. I have a station in 500km (+/- 10ish) orbit capable of holding 40 some odd kerbals + orbital construction. A munar base that can be relocated to almost anywhere (kethane refinery) Laythe might be a stretch in one go but they could planet hop though I think it would be best to continue with its current mission which is feeding the station kethane to convert to rocket parts. I have a small station in orbit of duna with limited orbital construction capabilities, there is however a kethane refinery in orbit as well as a shuttle to bounce between duna and the station carrying kethane, or ike if I tapped duna. Duna station currently holds up to 9 kerbals, plan on expanding it to 21. Laythe has a station core in orbit but unmanned. It is essentially a floating probe core, girder segments, batteries, and antenna array, its power is most likely out but it has a few docking ports, a ship with solar panels or a generator could power it up.