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Everything posted by AlamoVampire
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You Will Not Go To Space Today - Post your fails here!
AlamoVampire replied to Mastodon's topic in KSP1 Discussion
is it strutted to the launch pad though? with the launch support thingies? because if its not, it may clip the launch pad and go boom. -
You Will Not Go To Space Today - Post your fails here!
AlamoVampire replied to Mastodon's topic in KSP1 Discussion
I failed to get to space today I was working on an SSTO space plane, and while in THEORY it was excellent, 9 iterations later i gave up -
Explosive Decompression
AlamoVampire replied to Souper's topic in KSP1 Suggestions & Development Discussion
high in stupidity? but i myself am against health bars. if i want that, i can go play a fighting game or an mmo. -
Challenge: Heaviest Mun Rocket UPDATED
AlamoVampire replied to AlamoVampire's topic in KSP1 Challenges & Mission ideas
gonna go ahead and call this challenge a flop. I would have loved to seen what you guys could do with big rockets, but, I guess I wont be seeing it. <waves to his challenge and walks off to mourn its dismal failure> -
Advanced Grabbing Unit BUG!?!??! HELP!
AlamoVampire replied to Saggachi's topic in KSP1 Gameplay Questions and Tutorials
i think this is the OP's album: when i tried to view it, it bugged out, so, I copied the thing here. I hope this helps people help our OP Album Courtesy the Original Poster Saggachi -
How will 0.24 contracts work with FAR?
AlamoVampire replied to Tortoise's topic in KSP1 Mods Discussions
Actually my "rant" was and IS justified by the virtue of the blind ignorant hate people dump on the mod. People like the guy I "ranted" at was blindly targeting the mod and insulting myself as well as other users of the mod. Fact is KOS can be made to BE MECHJEB without the name and he didnt dump on it. Fact is it is a VERY popular mod and if Squad targets MJ they MUST target ALL MODS period. What you people conveniently ignore is that Squad wants and EXPECTS us to play the game how we want. You nor ANYONE has ANY RIGHT to judge me or anyone else for how we play the game. How does our use of ANY mod in PARTICULAR. Nor does ANYONE short of the DEVS have any right to dictate how we play. -
How will 0.24 contracts work with FAR?
AlamoVampire replied to Tortoise's topic in KSP1 Mods Discussions
Ya, I think you are 100% WRONG in that assumption of us mechjeb users. Why? Because that mod is so widely popular if they <Squad> did something that went against MechJeb, the backlash would be stunning. In the same turn, IF they target mods, then Kerbal Operating System, Kerbal Engineer, and any other mod is just as VIABLE a target as any other. No, they may say you MUST do this, you MUST do that, and you MUST do it with the tech you have available to you, and that is it. BUT, considering that, 1. this game is super easy to "hack" enough science points into existence that, even if they TRY to limit mod users, they would fail, because a mod would shortly arrive to negate such a limitation. 2. it would be bloody STUPID to target a favorite mod of a significant portion of users. Squad is not hateful towards mods as it would seem some are towards MechJeb. Which by the way, the hate towards MechJeb is frighteningly idiotic in my HONEST opinion. Using it is no different than using say KOS which, lets face it, if you have programming skills, can most likely be made to do the SAME BLOODY THING as MechJeb, w/out the NAME. -
Returning home from the Mun
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Okay, here is my challenge to all of you. The biggest, heaviest Mun Rocket Possible. UPDATE: The Epthelyn Extension: Your Mun Lander Must Weigh No Less Than 1500 Tons in Mun Gravity On the Mun. Rules: 1. Must be a Rocket. 2. Must Weigh at LEAST 1,500 TONS. 3. Must be able to SUCCESSFULLY launch w/out use of ANY CHEAT. 4. Must be able to attain a LAUNCHING ORBIT of NO LESS than 3000 KM. 5. Must be able to safely land, EVA and LAUNCH AGAIN from the Mun. 6. Must be able to RETURN TO a SAFE landing on Kerbin. 7. Mods: If you have them, use them if you like, if you DONT have them, go all stock, in other words: use what you have part wise 8. Pictures are a MUST! here is me: On the pad, showing its weight, launch, doing injection burn for Mun, eva on mun which cost me a solar array on a bad jump lol, return home
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Saving Calming Kerman
AlamoVampire replied to magnemoe's topic in KSP1 Gameplay Questions and Tutorials
just go to your save file, and find him in the save, and change his state to 0 <which is inside the astronaut complex>. I would use this as a last resort if any of the above doesnt help him out -
Steve mading you misrepresent my words.
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Considering that mechjeb does that list i gave you and so much more so well Squad will very likely NOT add those functions stock as they seem to think hobbling you in those features a fun game makes (it doesnt imho). Which if that holds true its either get MJ which is light years superior to KER because it does more or stay hobbled. Sad thing that they seem unwilling to add such vital things to the game. Best of luck
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What will Boeing do next? I for one look forward to the day I can buy a space ticket as easy as I can buy a plane ticket! funny thing, this kinda looks like KSP too lol
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<grabs his chest in shock> Why would you want to avoid something that gives you tremendous power in this game? By power I mean of course Knowledge. Also, while I see you are fairly new here, it I MUST state this: MechJeb provides you autopilot. I for one cannot fathom why someone would try to avoid such a tool. MechJeb is a vital tool. Here is why: 1. It can teach YOU how to do very hard things such as rendezvous and docking. Yes, I am well aware of the multitudes of tutorials out there on the subject, but, the fact is, they show you how THEY dock with THEIR craft. MechJeb does what all of those tutorials COMBINED can NEVER do. Teach you to dock using a craft YOU built. That simple. 2. It gives you nearly if not ALL the data kerbal engineer can AND its an autopilot <see above, AND below>. 3. It will do the long protracted burns for you. Heck, if your one of those guys who has multiple missions going, I would be willing to wager <have not tried this myself other than watching it dock for me from the view point of my target station> it will perform those burns for you while you are away from the vessel <so long as execute ALL nodes is active>. It will also do all lengthy interplanetary burns FOR YOU with its autopilot. 4. It can pinpoint <usually> land you at any anomaly or target location so long as you know the coordinates OR have selected a target to land at. 5. It is a wildly useful bit of technology, why would you forsake it? Its like saying youd rather carry this: instead of this: or perhaps fly on this: instead of this: have I gone overboard on my examples? Probably, but, it never fails to confuse the heck out of my why people willing hamstring and hobble themselves in this game...
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SpaceXray bye bye. Ill get you the door. <holds door open>
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New SpaceX Falcon launch... finally?
AlamoVampire replied to Streetwind's topic in Science & Spaceflight
actually Challenger happened because NASA engineers refused to listen to the engineers at Morton Thiokol when they said it was flat out too cold to safely go. NASA tired of all the scrubbing of the launch decided to over pressure the engineers at MT to get them to shut up and the rest is history as they say. Had to edit this, forum glitched it into a double post in the same post because it bad gatewayed as i hit post last night. -
If you could only install 3 KSP mods... which 3 would it be?
AlamoVampire replied to Frank_G's topic in KSP1 Mods Discussions
1. Mechjeb 2. Procedural Fairings 3. Novapunch those 3 are my mainstays. -
actually, Kasper, I respectfully disagree with you. I use Mechjeb, and r4m0n as far as I know does not host mechjeb anywhere BUT curseforge, which, sadly FORCED me into using that forsaken site just to maintain my ability to continue to play the game. There IS one option to mitigate that: add in the most popular mods into STOCK KSP.
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Space Shuttle Atlantis Transits the Sun:
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Scalable Difficulty Factors
AlamoVampire replied to Northstar1989's topic in KSP1 Suggestions & Development Discussion
I agree with you on actual HUMAN space flight needing to be 100% perfect 100% of the time. I do however disagree with you on the claim the functionality of mechjeb does not need to be in stock. I think it SHOULD be in stock. I am an RC Pilot and I also have spent way too many hours doing the old MS Flight Sims set to 100% real settings, AND have flown real aircraft. That being said, i know the value of the information alone in mechjeb from TWR and DV to all the other basic information that Squad intentionally leaves OUT. NOT being told how much our vessel weighs in is just plain bad designing. NOT being told what our DV values are or our TWR values again, just plain bad design. Now, ugh I cannot believe I am going to do this...makes me feel dirty...BUT... IF we have say scaled difficulty factors, and lets say, they give us the options for perma kerbal death and destructive reentry heat and damage, NOT having automation will result in death after death after death after death and where pray tell is the fun in that? If you put up a science station into orbit and you go to land your experiments that you have spent, lets say 5 years <game time of course> doing and now you want to LAND that research, and you have the "suggested" factors added in, and have set up the game to make re-entry 100% realistic and kerbal death 100% permanent. NOW, lets say, you do not have automation, and your station is in orbit halfway between kerbin and the mun. This makes for an exceedingly FAST orbital speed as you hit entry interface. Now, given no automation, and you crash through the atmosphere at 2-3km a second, how long before you go boom? Well, not long if you are ballistic, longer if you are an SSTO. Lets say you cant slow down, and you forgot to quicksave prior to returning to kerbin and you die in reentry for the want of automation. How does that help? it doesnt. You go to add in hard mode, you NEED automation, pure and simple. -
Scalable Difficulty Factors
AlamoVampire replied to Northstar1989's topic in KSP1 Suggestions & Development Discussion
I personally think it is horrible that they will not have a built in mechjeb by 1.0. I personally think this is a huge mistake but, it isnt my game, and I have no say over anything they add or do not add. But, the point is, to me, it is a huge fail to have these huge rockets that are hand flown. Not even NASA or the Russian Space Program have rockets w/out automation. BUT again, this is just me being jaded by my own views. Suffice it to say, only TIME tells where we go. -
Scalable Difficulty Factors
AlamoVampire replied to Northstar1989's topic in KSP1 Suggestions & Development Discussion
Iirc squads position is that if a mod already handles a need such as mechjeb for autopilot squad wont add such a feature themselves. See my original response for the rest of my argument -
Alt-f5 kinda asks confirmation as u choose which qs u want. But in simple terms a quick save file is a photo of the game at that moment if you go a while w/out a QS your autosave is more advanced than your QS and as such are and always have been 2 distinct saves, which can cost you if you quick load carelessly.
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Make the Mun brighter.
AlamoVampire replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
Eclipse in ksp: http://forum.kerbalspaceprogram.com/threads/23270-KSP-Eclipses!