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KSP2 Release Notes
Everything posted by Wallace
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- no auto pilots except for boring things, tho that's how I roll now - no cheeky quickloads, let them kerbals die and see the reputation go down. - learn to fly from IVA
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It`s obvious it`s soon, why not tell us when the update will be out?
Wallace replied to John FX's topic in KSP1 Discussion
If they set a date, then there are two possible things that could happen. A) they do not have it finished in time, and have to delay it, in which case everyone cries and we get it the same time as we would have anyway. They finish it earlier than the date, thy aren't going to change the release to make it a few days earlier so they just wait until the date to release it, in which case you'd get it later than you would have got it. So either way, you lose out. -
You are entering the vicinity of an area adjacent to a location. The kind of place where there might be a monster, or some kind of weird mirror. These are just examples; it could also be something much better. Prepare to enter: The Capsule Door.
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So what exactly are conics?
Wallace replied to SergeantBlueforce's topic in KSP1 Gameplay Questions and Tutorials
The config change in question is how the different conic sections are displayed in map mode, tricky to explain bit it's about how they are shown to connect up when you change soi. Now say if you plot a mun intercept, when you're focused on kerbin the trajectory shown round the mun (in orange) is not very clear, it just looks kinda squiggly, but if you focus on the mun it will change and look correct, but no longer connect to the blue part. That's cos it automatically changes the conic display mode, from relative to your current body, to relative to the local body. That's just one display mode change, there are 5 in total, and they can all be useful in showing your trajectory in clearer ways in certain situations. The most useful one however is the one i just described which squad added as an automatic change now. If you have mechjeb, you can swap the modes easily using the manoeuvre node editor. -
[poll] do you save-load or do you just let it be?
Wallace replied to lammatt's topic in KSP1 Discussion
It depends on the reason for the plane crashing, if it was cos of a genuine design fault or pilot error then I'll leave it be, if it was because of a load-of-bull-stupid-game-sucks-and-that-should-have-worked-dumb-game-is-broken-glitch-suck-rubbish-I-hates-it-filthy-hobbitses, then I'll load the save. Mostly it's getting mechjeb to assist with landing that causes the second category which is why I only use it for info displays now when landing. -
I sent a fleet of ships to Duna, which included: 1 gravity scanning satelite 1 orbital science lab station with space for 6 kerbals 1 reusable two kerbal science lander 1 orbital accomodation module with space for 12 kerbals 1 mobile ground base with science lab and accomodation for 10 kerbals 1 ground command and communications unit with space for 5 kerbals. 1 six kerbal reusable transport lander 2 remote science lab landers one for vacumn operations, one for atmospheric operations 2 fuel tankers 1 remote recon drone plane 2 four kerbal rovers 1 beacon and lighting tower All the gear set of on 10 ships which left orbit over about 4 kerbal-hours. I had to do two burns for the two fuel tankers due to their low TWR. I think that's the lot, trying to remember if I've missed any...
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The cupola is the best cockpit for landers on account of it being all glass instead of metal, which makes it very light. You never need to use the large landing legs, just use the tiny toothpick legs for everything no matter how heavy. If you want to save on fuel and so get more DV, add plenty of large monoprop tanks to your ship and just use RCS to do all the manoeuvres, it won't cost you any fuel at all so you'll get amazing DV. Add extra RCS thrusters to give you more thrust. Due to the puny thrust of the ion engines, you'll need to make ion powered craft very light, so save weight by having no extra batteries and just use one of the single panel solar panels.
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is it possible to edit a career save into a sandbox save? I think i'd like to turn my current career save into a sandbox so I can keep all my end-game colonisation projects going, and meanwhile start a new career save with munnies and etc.
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I Need Some Help For My Realistic KSP Save...
Wallace replied to Acemcbean's topic in KSP1 Discussion
Playing as the UK is easy, just launch about 3 crappy rockets then declare it's a waste of money and wait for a florist to send someone into space instead. -
Where (other than a kerbin-based launch) have you used solid boosters?
Wallace replied to r4pt0r's topic in KSP1 Discussion
If you count separatrons, then I use sepratrons as soft landing jets when I'd dropping a heavy lander back on kerbin by parachute, I set them off about 7 seconds before they hit to ground and they slow it down to about 2m/s for a super soft landing. I also use separatrons to de-orbit satellite launchers nice and easy. Just put a bunch on the final stage facing backwards to set off when you separate, then when you reach the orbit, separate the payload and the launcher zooms off backwards and deorbits with no messing about. In the past i've used solid booster to give nuclear craft with poor TWR an extra kick to escape kerbin orbit, but I make liquid fuel boosters now cos of the poor ISP from the solid fuel ones. -
They are grellow. I see them as yellow, but there is a hint of greenyness. Of course how you see colours depends on the colours around them, on a black background they might look more green. if you have photoshop you should have an adobe colour adjusting thingy in your control panel that can get your colours a bit more accurate, otherwise you can find similar colour adjusty things online or use the windows colour management thingy in control panel, most screens except very crap ones should be able to show colours well enough if set up right.
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at the moment they are all assigned to the space station in mun orbit, the most boring job any kerbal can have, they will stay in exile there until they learn not to sneak into empty capsules or steal other kerbal's seats.
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so, what's the default? DX 11 or DX 9 ? EDIT - oh duh, I re-read and I see Eisfunke already said it was DX 9
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Well, they are lighter, and you don't need to bring them back, so you can send one off to somewhere you don't have a big enough rocket to get to yet, and transmit some science points back so you can advance enough for the manned mission. When the munny and reputation come in, there will be more reason as it will be cheaper and no risk of poor lil kerbals being squashed flat.
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PPD-10 Hittchhiker Storage Container's airlock
Wallace replied to CaptainTurbomuffin's topic in KSP1 Discussion
I don't think they need to put on their space suits, the kerbals that aren't getting out just hide inside one of the cupboards (which are sealed) when it's de-pressurised. -
Is my memory speed making KSP slow?
Wallace replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
as soon as you can get into orbit, use a polar orbit round Kerbin to bag EVA's in every biome, that should give you enough science to get decent parts for a Mun flyby where you can do the same, then you should have plenty of parts to make a decent lander without needing 500 parts to launch it. Hopping about on Minmus is easier than the Mun though. -
They just need to replace auto delete with auto recover for any object with adequate parachutes deployed or adequate fuel and TWR to land itself. If I recall, that's what the mission control mod does.
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How can rockets be real if our eyes aren't real?
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It's not the rockets that aren't solid, it's the kerbals wandering around. They are ghosts, ghosts of all the kerbals you've killed, haunting you while you build another rocket to kill more kerbals. WwwoooOOOOooooooOOOOOooooOOOOOOoooo.. and the trucks are ghost trucks. you heard me, ghost trucks. it's the only logical explanation.
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Don't trust a dog to dock? Can you calculate the perfect intercept to get a frisbee into your mouth, and at the correct angle too? I didn't think so! Personally I trust my dog to pilot a rocket any time.
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going to Jool, couple of issues
Wallace replied to Wallace's topic in KSP1 Gameplay Questions and Tutorials
Hey, it worked... not well of course, but it worked. -
going to Jool, couple of issues
Wallace replied to Wallace's topic in KSP1 Gameplay Questions and Tutorials
Well, I've dispatched all my lil craft to Jool, 3 of them went according to the Mechjeb manoeuvre nodes, and 2 or them went a bit later as the main ship rather overshot it's burn time. It turned out to be a bit more unstable than I had expected so I had to turn off most of the high thrust engines that were supposed to get it out of orbit fast so it didn't quite manage it it one burn, it hard to do a second burn with it's nuclear engines when it was passing the Mun, so the two ships that were supposed to go just after it missed their manoeuvre nodes. It all turned out ok in the end, except the arrival times for 2 ships that set off late are a few hundred days out from the rest. :S The main ship and one carrying extra vehicles have 6000 DV left and the three ion probes each have about 3000 DV of rocket and 12000 Dv of ion, so I should be able to visit all the muns when I get there. I've realised what my mistake was, I made some notes of DV requirements on some post it notes but I accidentally put the DV from the surface of Kerbin to jool orbit down but labelled it wrong and then I thought it was the Dv from Kerbin orbit to Jool orbit when I came back to it, and I included fuel for breaking so I wouldn't have to aerobrake oppses! All the spare fuel will be useful as I have 2 remote probes and 2 small ships that will attach to the main space station that will need fuel, and I'm sure it will come in useful for the follow up mission to establish the Laythe base, so it went ok in the end, and next time I'll be sure to write my lil notes a bit more carefully. If only I'd included a Tylo lander with the mission I could have done the Jool 5 challenge. Here's a picture of the 9000DV monstrosity. You can see the high thrust engines (16 LV-T30s) halfway down, they use all the fuel behind them to give about 2000DV starting at 0.8 TWR, the engines were actually left over from a 'upsidedown rocket' experiment that managed to bring 1 and half orange tanks of fuel into orbit, which is probably why they turned out overpowered. I switch half of them off and still only had it on half throttle and it still was close snapping in half at times. The front half has about 8000Dv and performed much better but those 5 tanks still flopped about like a Wacky Waving Inflatable Arm Flailing Tube Man despite being towed from the front. It used over 3000dv on a 1800dv burn from flopping about. -
Kerbal Space Program: Dawn of the Beancounters