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annallia
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Everything posted by annallia
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Get a Kerbal back to Kerbin by riding on the back of the command pod?
annallia replied to Cairol's topic in KSP1 Discussion
Nope it is indeed for the kerbal, when they get too hot they explode which leads me to believe they are a sentient form of popcorn. -
Generally speaking when I am goofing off anything I build never sees the light of day again, at least not until the next time I am just goofing off but on occasion I build something that is actually somewhat useful. So Jeb went to Mun again with his mini lander, this time I made sure to be careful on the ascent. Yes the design is a bit wonky to get it up there, I hadn't tested it yet but the idea is to separate the heat shield from the command pod and ride down in the chair instead of evaing back to the command pod.
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Get a Kerbal back to Kerbin by riding on the back of the command pod?
annallia replied to Cairol's topic in KSP1 Discussion
It should be possible. I mean you can leave them sitting in the command chair and they will survive re-entry, even without a heatshield so long as there is a tank or something leading the way. I see no reason why it wouldn't work with ladders as well. -
My spaceplanes have no trouble, granted they usually were overengineered (in terms of fuel anyway) to start with. As to the thrust, I have to disagree. The same planes in 1.0.2 that would cap out around mach 3 are now hitting mach 4 with the new drag profile, carrying the same payload. The fuel efficiency is a hit I admit, they can no longer circumnavigate Kerbin unless I give them a drop tank or two but that isn't the worst thing in the world. In other words, less thrust and more speed, yeah it gets a little trickier getting off the ground (no more breaking the speed barrier before even reaching the end of the runway) but it somewhat balances out. While I admit that spaceplanes are fun, it is not the only fun thing in game, and still needs to be balanced. Also Rapier is fine the way it is.
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That thing is awesome! My last use for it? Micro lander (because they look better than any other small tank), also fun to fly around in. Unfortunately I had forgotten something about small very light weight crafts is that it doesn't really take much to get them going at all from say Mun. In my attempt to rendezvous with the command pod this morning I accidentally sent Jeb out of Kerbins SOI
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I would say my old 0.2x mun base. I've had some tough stations thanks to the limitations of mods being used and such... but the mun base was a whole nother basket of crazy. Not only did I have to be careful to design each piece of it to connect at the exact same height (that was actually easyish) but I had to design and fly large rovers to mun with cranes (KAS) to lift the modules and move them together. I also had to manage to land them all in the same rather small area (really not my strong suit) because if I landed in any of the craters nearby my rovers were not strong enough to pull the module up the crater walls (they barely made it themselves). As if that wasn't bad enough... It also required some pin point landings (wasn't so bad with small skycranes) to build upward instead of just outward.
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My highest is 1.0.4 I do hwoever still have 1.0.2, 0.90 and 0.24 still installed.
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I got tired of constantly either working on stations, bases, or planes. I figured my kerbals were getting a little tired too, so I goofed off today. Jeb tested his newest contraption. I tried to tell him no, that it was too dangerous, that it was downright insane! But the more I protested the more his eyes lit up like a kid in a candy store and I just couldn't refuse him.
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Didn't even notice that Sim City was only in the honorable mentions. I would agree with you if you are talking Civ 5 or Revolution as those were sort of... Simplified. Civ 1-4 however had steep learning curves and required a ton of micro management. Edit- Still think Eve had the stronger curve. There is a reason I no longer play it...
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Honestly... I would have ranked KSP higher than Sim City, but lower than Eve.
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I use them frequently for mun rovers if I am delivering them with a lander payload. I also experimented with using them and ant engines to flip said rovers should they capsize, that one didn't work so well.
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That mechanism doesn't always work. Put a command pod on the pad and use hyper edit to launch it, you won't get credit for the contract. Same goes with certain mods in use, wont get credit.
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And I managed to find a little more time to play and decided to spend it on my Concorde replica. I lengthened it, I shortened it, reshaped the wings, added more flaps, moved the engines, moved the gear, downsized the gears, for some reason it kept veering off to the left, I finally noticed what it was, the wings were trying to pry themselves free of the plane! A few struts later and finally had a successful liftoff on what should be my last iteration for the time being. Ceiling: 24,700m Cruising Speed: mach 2.2 (gets a little wonky from 1.7-2.1 but smooth on either end of those) Top Speed: mach 4.42 (got it to 4.43 but then the wings ripped off ) Also prolonged flight at speeds in excess of mach 4 appears to overheat the cockpit, when it finally reached 4.3 the temp gauge popped up, but only for the cockpit.
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I agree and intend to go down to the medium gears when I revise it. I also intend to move the engines out a little further and put the gears in their proper place between the engines and the fuselage. However the gears were not what was giving it fits, it was lack of control surfaces I think. Will add more later and see how it works. Also going to attempt to redo the wings to get that nice curve in them, as it is now it only has a simple delta wing because I just didn't feel like putting in the work to try and figure out a way to get that curve this morning. Edit- Also now that I think of it the front gear was too far forward, it should be closer to midway between the leading edge of the wings and the cockpit. Thanks!
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There are a handful of planes both military and civilian that have always had a special place for me. The Concorde was one such plane so today I made my approximation of it. Unfortunately it had some severe drawbacks so for now it is back to the drawing board to improve on it a bit... And some new pants for the pilots.
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Never actually timed it... Completely stock = under a minute. With my usual mods = less time than it takes me to go to the kitchen for a cup of coffee and come back.
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Today I learned two things. #1. Kerbals can climb eachother: #2. If you hit the ground hard enough, parts that were not connected become connected?:
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Stop messing with Physics Please
annallia replied to Rixsaw's topic in KSP1 Suggestions & Development Discussion
There were quite a few who asked for it. I wasn't a huge fan of 1.0.2 aero but I did learn to live with it and didn't really need to change much on my old rocket designs. While I do agree it is annoying to have so many changes so fast they weren't the end of the world and it is hardly a stretch to see game developers change the mechanics of the game after launch. -
I started off in sandbox where I attempted something rather new (for me) for my spaceplanes... It didn't work. After that spectacular failure and my inability to fix it I went back to my career where I used what unlocks I had to make this little jet rover to mull about the KSC. Jool window is coming and I do have a mission to go there... maybe I'll send the rover.
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Every time I try to build a replica I end up with something else, not because I built it wrong, but because I got an idea mid way through that I wanted to try and by the time I am done it looks very little like what is supposed to be. Because of that, at least for me, no it does not.
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I used to use that, or at least a similar setup. It was easier to launch, had the added benefit of me knowing which pods were full (orientation gets wonky with mine) but I still didn't like it. Not a huge fan of this one either but it does the job.
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I don't know which are the hardest, I would lean towards the eve return ones because that has always been a pain flying through that soup. As to which ones I have taken personally, I find that the recover kerbals from orbit ones can be tricky if you have 2-3 of them and are doing it early career. I have a vessel that can house them and survive reentry, the problem is packing in the fuel needed to make 3 different rendezvous can be tricky, got a lot easier in 1.0.4 though.
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I finally updated to 1.0.4 Once I finished oohing and ahhing over the the new pretty turbojets and tested a few planes and parachutes then I went about seeing which of my mods work and which don't... So far i trimmed my mod list by 2 mods which I barely used anyway and the rest seem to work fine so I am good to go. Started a new career, did my first little hop flight (flea booster with only 15-20 fuel) and then tried for orbit... I managed to get into space on my second flight but came just a hair short on orbit. A few more unlocks later and I found I had 3 contracts to rescue Kerbals from orbit, not having a 3 man pod, or even 2 man pod unlocked yet I tested a rebuilt version of a recovery vessel that I had designed in 1.0.2 Nice to see it still works... Little hard to keep it pointed where I want to go in atmo though... but that was true in 1.0.2 as well.