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annallia
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Everything posted by annallia
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Not just big... but "what the... how the hell you do that???" big builds Nice job capturing the kraken. Calamari anyone?
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Decided to give Kethane another go starting with a munar probe. Getting underway: Heading to final stage: Fly me to the mun... Let me play among the stars...
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Landing at the same point multiple times
annallia replied to jebster's topic in KSP1 Gameplay Questions and Tutorials
Everyting that Johnno just said + use your navball. When you have something on the ground targeted you will have a marker on your nav ball. As that marker approaches the center of the ball start bleeding off your horizontal velocity. When it hits center go into full thrust until your horizontal velocity is gone and come straight down. -
By default they respawn after a while of being MIA. I think mods like Crew Manifest have a permadeath option and there is another way to turn it on if you really want.
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I decided with the addition of the ability to build in space (as in a shipyard not by docking parts) to go big, build a colossal monstrosity that will tour the cosmos. Its a bit ugly at the moment but it is a prototype, once I get a model that I like I will try to pretty it up a bit (assuming part count doesn't get too high) and customize them slightly if I build more than one. Designation: Persephone Class: Helios Version: Prototype MK II Crew: 42 Trust: 5550 kN Currently in stand bye mode in Kerbin orbit. Going to design two small probes to dock with it before it starts its tour.
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Same size yes. In other words you cant use the clamp-o-tron and the clamp-o-tron sr.
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What happened when you first landed on the Mun?
annallia replied to rhj91's topic in KSP1 Discussion
My first mun landing went perfectly. The craft landed, I wandered about for a bit, took back off and headed for home. That is where things went wrong... I forgot the parachute and only had enough fuel to get myself back to kerbin, not land. Every Mission to the Mun since then has going wrong in one way or another. Missions to Duna, Eve, Moho, Laythe, Eeloo... all go off without a hitch but the Mun? Somehow at least one kerbal dies, and another is stranded there every time. -
Install lights near your docking port. Hold shift and use your qweasd keys to rotate it so it points out at the port you would be docking with and a little bit inward. If done right it lights up the other port like a christmas tree when you get within 20 or so meters.
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It can take time to slow down, 15000 ft would be a great place to start considering that 2500ft can go by in a blink if you are falling at terminal velocity.
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Depends on how you place them how hard it is to do. If you say have them mounted radially one fore one aft and try to dock that way... it can be ridiculously hard. If however you use something like the stack bi-coupler and put a docking port on each one (regular clamp-o-trons) it is just a matter of having it lined up correctly.
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I completed my newest super station (was intended to be a proof of concept station but...) Dubbed "Project Colossus" it has just recently been opened for business. Features ample living space, laboratory, the newest Mark IV thermal nuclear reactor (though it primarily runs off of solar power), a warehouse for spare parts as she is a dockyard as well. The habitat modules feature the ability to undock and move away under RCS power, and a good thing too because this station has a whopping 49,896 liquid fuel! Also the first station to get the new quad docking port which will be utilized in my planned Helios class interplanetary vessels. Part count: 214 Mass fully fueled and ready to go? 803 tons (with warehouses empty). Hard to get a good picture of her but...
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You Will Not Go To Space Today - Post your fails here!
annallia replied to Mastodon's topic in KSP1 Discussion
Not my worst fail, just the only one I have a memento of... Left to right: First lander, cone shaped thing in middle is the command pod from first lander, remains of the lander designed to be able to land on a slope sent to pick up my stranded kerbals. For what it is worth the second lander did exactly what it was meant to do, however the kraken decided it didn't like my lander design so flipped it on its head. -
How useful do you find fueling stations?
annallia replied to Valley's topic in KSP1 Gameplay Questions and Tutorials
Depends on definition of depot, station, and satellite. Some might define a station/depot as anything really that is manned, others might scale it on size, others still would consider it a station if it is intended to be reused rather than a one off. For me a station is large, a fueling station/depot generally to me has several large tanks for storage or with a craft I am looking to make one off refuelers. (they dock, next time a ship comes in to be refueled they dump 85% or so of their fuel and then deorbit themselves). Because of this the station/depot is really little more than whatever you want a station to be, just with the addition of fuel tanks to be filled by a tanker. Build your station, allow at least one docking port (I usually build an arm with multiple ports for tanks) dock the tanks to that port/arm and then send in your tanker to fill them as needed. Satellites are a slightly different story, they are usually just a fuel tank with docking ports put into orbit for a one time use, then you crash them into whatever body they are orbiting. I cant answer your kethane clarification because I am not entirely sure on that, I haven't really gotten past scanning planets yet (did attempt to mine some but crashed my lander). -
Correct, radar or laser or whatever means, it gives your altitude over the terrain rather than true altitude (which is mean altitude above sea level and is why mechjebs is improperly named).
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I know we have mods that do this already. MechJeb offers your "true altitude" (which is improperly named) and there was another mod I saw the other day steam gauges or something of that sort that had an AGL. But despite them being readily available from mods I have to wonder. Why no stock AGL? Wouldn't this be a common sense tool to build in with the advent of planes? As well as landing on non-atmospheric bodies like... well most of the planets/moons in the game? Edit- Parachutes do show that the available data is already being used. As an example your altimeter will read say 2500 meters when they deploy if you are over land that is at least 2000 meters above sea level.
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How useful do you find fueling stations?
annallia replied to Valley's topic in KSP1 Gameplay Questions and Tutorials
I use a combination of refueling stations and refueling satellites (akin to your rockets). The satellites are used for smaller craft and then deorbited. The station however is used for larger craft. Some of my larger builds (usually the orbital builds) tend to have... lets say massive fuel requirements. I would rather dock at my station which has roughly 8-12 of the big orange tanks worth of fuel stored at any given time and fill the ship in one go than I would dock say 4-5 refueling satellites to fill the ship. That is dependent on preference though as eventually those refueling satellites will have to dock with the station to refill its massive tanks anyway. -
Straight up shot to the Mun.
annallia replied to Epic DaVinci's topic in KSP1 Gameplay Questions and Tutorials
That would depend entirely on the speed of your craft. The mun is fairly small, while its orbit is slow if your craft is taking too long to reach it you could easily overshoot. -
You are not the only one... I even do a countdown in my head before launching, this includes firing up the engines (at minimal thrust) for a second or two before releasing the clamps. Though I noticed I did this less when I had chatterer installed... may have to get it again.
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Space Station Question
annallia replied to CheftonUTD's topic in KSP1 Gameplay Questions and Tutorials
One thing to remember if you keep your station in a lower orbit. Your time warp is limited so if you have say, 90 days until your launch window for interplanetary launches you will be waiting a while. This is why I always put mine at least 100k out. It is true that you use less fuel if it is closer to Kerbin, you can however have a tug drag your ship to a lower orbit when your launch window approaches, or there is a (I would call it a glitch...) where you can put another vessel on the launch pad and go into the highest time warp. -
I agree with those who say its not an age thing, its a personality thing. I know if it wasn't for my love of all things space, and my love of having a touch of realism (in other words I get more out of KSP than say STO or Wing Commander) I wouldn't have bothered with KSP. However because I have both those, as well as a love of building things, and a love of watching my carefully crafted creations slam into the ground at 1000 kph I play KSP.
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Calculate Burn-Time for a maneuver?
annallia replied to Mazen's topic in KSP1 Gameplay Questions and Tutorials
Not entirely sure I get what you are asking about here... There is no need to do the calculations yourself the games will be relatively accurate. A short burst (just tap shift, tap x) won't hurt anything as far as your orbit or trajectory goes and usually fixes an inaccurate burn time. -
Personally I was more impressed with his clubbing on the moon video (just the way the rocket launches that was... freaky). That said I still find myself mystified by how he did this. I have used all the same mods but never taken it to the scale that he has, as such I tip my hat to him.
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Did alot, unfortunately it all ended in disaster of one sort or another. Only productive thing was putting yet another satellite in orbit around Kerbin, this one at higher altitude than the others. Since everything remotely complicated was going haywire on me today I went back to basics and made it as simple as it gets:
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[0.22] Extraplanetary Launchpads Legacy Thread
annallia replied to skykooler's topic in KSP1 Mod Releases
So because someone put a lot of time and effort into a mod everyone else has to like it or not get any help? Seems a little... not right. Ever consider that maybe Kethane doesn't work properly for him? I know it doesn't always work for me which is why I dislike it as well. Skycooler awesome mod, works like a charm, will solve my cursed moon problem hopefully...