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annallia
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Everything posted by annallia
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In my modded career currently piloting a ship dropping off probes around Jool and its moons. In my mostly stock career he is sitting on the roof of the VAB, decided to leave him there for the time being. In sandbox I am not sure... Little of him near the KSC, little of him in booster bay, probably some of him left in the mountains where he first crashed too....
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Really? I never had it fail. I just ran into the bug in my newest career, I hit the hotkey and all the extended antennae retracted, hit it again and they all extended.
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I started over a "near" stock career. I kept Join Reinforcement and shoved all my other mods out the airlock (also have my usual tweaks to stock, but they shouldn't interfere with missions as it is just adjusting values on stock parts). I got a mission to explore the mun. I had to, achieve orbit around Mun, transmit or recover experiments from space around Mun, land on Mun, and transmit or recover experiments from the surface. I have the last 3 as complete after my flight, but the orbit one didn't tick for me. I did not achieve orbit on my way there, I had one of those fluke moments where I was aimed perfectly at whatever I was aiming at, since I over engineer everything anyway and I still had most of the fuel in my transfer stage, and enough fuel to land, takeoff, and return to Kerbin in the lander stage I decided to go for the suicide drop burning up as much fuel as I had to to keep from crashing, and it worked, I ditched the transfer stage about 300m above the surface and it still had fuel! (but was close to running on fumes) and landed. When I took off again I noticed the orbit part was incomplete still so I put myself into an extremely low orbit (12.5k) and time warped myself around a few times.Yet on my return I noticed that the orbit parameter was still unchecked.
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Any time I hear people say they don't understand farm simulators I instantly think "You never tried to do a barrel roll in a harvester..." Yeah it isn't the intent of the game but it can be done (and to me anyway is oddly amusing). That being said I don't quite understand the appeal of joysticks for ksp either... The only part of it I enjoy is throttle control, outside of that the keyboard always seemed more appealing to me.
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Put 'toggle" on a hotkey. Works even after you lose the ability to extend it via right click. Edit- Ninja'd!
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Wait, my old 0.90 and earlier plane designs aren't meant to work anymore??? If anything they fly better with the new Aero, while I may not have been a fan of FAR I always built them with basic aerodynamics in mind. Under the old model this required them to be very fast to take off (120+ m/s) if they took off at all before they hit the end of the runway. New model or with FAR they would take off at a far more reasonable 50-60 m/s.
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I learned that if you are building a shuttle in the VAB and decide to launch it (before angling the thrusters) to test its ability to glide... It is best to remember to have the landing gear launch as deployed. It is also best that if you forget that step to deploy them before attempting to fly the shuttle...
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If there were no limits - what would you make?
annallia replied to Foxster's topic in KSP1 Discussion
I agree with that. Though honestly I was thinking more terrestrial construction really. Think having a habitat module or three on Duna and being able to drop a container with a few tons of I-beams, girders, and structural panels to add to it. Sims (construction mode anyway) meets KSP... -
Yes landing on their heads still works. You can also try going EVA just before you crash... You can bounce em that way.
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Spend ALL my funds on one longshot mission? (ultra-hard mode)
annallia replied to xtoro's topic in KSP1 Discussion
I did do an all or nothing run in 0.90 to Laythe. It ended in disaster though, my ship snapped while breaking around Jool. I ended up de orbiting a few of my tugs as well as a few refueling satellites to get me some capital to work with again. On the plus side it got me to finally start using the Sr. Docking ports in stead of regular clamp-o-trons for my large builds... So it wasn't a total loss. -
Warband is thankfully gun free. (Fire and Sword annoyed me to no end). But that is what happens sometimes when you cater to a vocal group, people wanted their flint locks and they got them.
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If there were no limits - what would you make?
annallia replied to Foxster's topic in KSP1 Discussion
As far as personal limits go... I'd like my builds to be pretty... I am horrible at that, my builds are often clunky, have an obscene amount of redundancies, yet they get the job done so can't be too upset with that. As for the game... I would like it to run a bit smoother for higher part count ships, nothing like unlimited parts or anything but around 4-500 parts it starts to get bad, anything above that and its down right unplayable for me. I think I could live with 1000 parts easy enough... Additionally I would love for things to not go poof if they get more than 2km away from me... A reliable auto pilot (as native, nothing extensive just hold altitude/level off) and more functional/detailed IVA views. Edit- Forgot one. True orbital/extraplanetary construction. I am not talking about going to the VAB building a ship and poof it winds up in space/on Duna. I am talking about actually building your own ship in space or on another planet, KIS is a great step in that direction. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
annallia replied to BahamutoD's topic in KSP1 Mod Development
Maybe I am overlooking something in the settings but is there any way to limit how many missiles are fired? I don't have this problem when firing AGMs from a ground based unit, only from a plane. Lets say I use my usual ground attack loadout of 4 hellfires the first time I hit fire both missiles on the left wing will fire, second time I hit fire both missiles on the right wing fire. I should note this only happens with action groups, if I hold down the mouse it will only fire a single missile, same for the old right click fire. I probably would have used 2 missiles in my first pass anyway since the AI likes to lock on to them and my little anti-air turrets are fairly lethal but it pretty much ensures I need to make a third pass and by that point my plane is ready to fall apart. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
annallia replied to BahamutoD's topic in KSP1 Mod Development
Ah how I had missed this mod, completely forgot about it in my time away from KSP. That guard mode I found though to be quite cruel. I had made a sentry tower armed with the vulcan turrets and a reasonable version of a spectre gunship to attack it with. On my third pass the damage started to finally add up and I had to watch as piece by piece my plane was ripped apart. Somehow the cockpit survived and I thought "hey my kerbals lived!" But then the turrets turned on that as well and.... yeah. -
I installed BD armory and played around with it a bit... Made a sentry tower type thing for me to attack (only armed it with vulcan turrets) made a fighter that seemed to have no trouble taking it out. Then I attempted a oh lets call it a revision of a AC-130. Had a ton of fun trying to hit the tower (blew up everything around it but not the tower itself) before the tower finally managed to bring me down... The AI for guard mode is most cruel I discovered, once my plane was disabled and falling harmlessly to Kerbin it never stopped firing until there was nothing left. Started working on a dreadnought, fat, slow, armed to the teeth. Initial test seemed to be going well, it was standing up to my gun emplacements I put around to test its armor then suddenly I lost control. Reverted, drove back to the firing range, tried again, saw again it seemed to be well armored and suddenly lost control again. This time I used the event viewer to see what was wrong, the cockpit had been destroyed. Moved the cockpit further back and played around some more, found yet another fatal flaw, apparently the weapon controllers while well defended from surface fire were vulnerable to missile/bomb strikes from above. When all the weaponry was disabled I left it there and spawned another dreadnought to test the armor against the main guns, took an extremely long time to penetrate the armor which makes me happy, went to solve the controller issue and game crashed...
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Sometimes I want to go to space, sometimes I want to blow stuff up. KSP is capable of delivering on both quite well. While I wouldn't want to see Squad adding in weapon systems I see no reason to discourage mods/repurpoused stock parts, specially not in a single player game.
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SSTO Refinery a.k.a. SST Anywhere - Has it been done?
annallia replied to theend3r's topic in KSP1 Discussion
I never did one that was a single stage at launch... Was never good at STOs from kerbin. I did have one though that could land on Mun, Minmus, Duna, Laythe, and well pretty much everywhere lower gravity than Kerbin (specially if they didn't have atmo) that would mine for its fuel and refine it. Spent a lot of time in time warp refining though, it took a long time to fill the tanks. -
Started a new career. Did a few money runs (stupid jobs like test SRB on kerbin, run test on probe core ect...) to get my funds up before tackling the orbit kerbin one, I had intended to not only orbit Kerbin but to visit Mun as well for massive science, even with just a thermometer and crew reports. Returning from Mun I ran out of fuel but saw my Pe was only 22k or so. I knew this was bad because the angle I was coming in at would mean I spent a lot of time decelerating which meant a lot of time suffering through the rentry heating. About half way through my reentry I heard a series of loud explosions which made me a bit jumpy thinking I was going to lose Jeb so very early in my career. Once I was safely floating down to booster bay (total luck that I came down there) I checked the mission log... The explosions were the solar panels overheating... Who knew that such little things could be so loud and explode so big?
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Depends on how you use it. Last time I did a tourist contract I took people to orbit, then to a few spots around kerbin. All that it cost me was the funds to launch a single hitchhiker can and mk 3 capsul filled with the passengers (pilot was already on the plane) and the cost of my super cheap refuling rover (probe core, KAS part for refueling, a tank the size that I need, 4 wheels, and a battery). Parked the space plane off the runway, spawned the fuel truck, spawned the capsul, filled up the plane and loaded it with passengers and off I went. Yeah the initial cost was huge, but being efficient in atmo, space capable, and easy to land made reusing it extremely profitable in the end. The important part is to return them indivudually, or from the hitchiker can instead of recovering the plane. Being able to transfer science also helps in this way.
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That makes really no sense. I mean I agree with you on the KSP thing, but the Kermaid? They would be astronauts or Kosmonauts, not kermauts. Astro and Cosmo/Kosmo if you must refer to well... The cosmos not the origin of the naut (which refers to sailor) And no it does not make me feel nostalgic, thankfully I missed that time. True, though Sun System just sounds silly so someone morphed Sol into Kerbol and everyone sort of ran with it.
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I love it already! I hate using dozens of those tiny 4 rung ladders or several of the extendable ones.
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I had a little mishap when letting the boys out for some fresh air... to test the munar drill rover. Some how the capsule ran out of power and was laying on the hatch trapping Jeb and Bob inside. Bill decided rather than ram the capsule and put a dent in his new toy, or using any of the fancified KAS stuff (cause he would have to leave the chair to do it) to get them out he would just drill through the bottom!
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You Will Not Go To Space Today - Post your fails here!
annallia replied to Mastodon's topic in KSP1 Discussion
Technically it did go to space, it just didn't survive re-entry... -
I started my plans for intergalactic domination! Err... A mun base, I started a mun base. That is all, just a harmless little ole refueling depot in orbit of the mun... Tomorrow I attempt to launch the habitat module... Hopefully in one piece, if not I will break it up, then add the orbital construction bits and then design my mun mining station if I can.