Snarfster
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Everything posted by Snarfster
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Jay! At least I got the answers right!
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Snarfster replied to TriggerAu's topic in KSP1 Mod Releases
That would be an excellent addition, I noticed it myself whilst playing with parking orbits, never realized there was an official name for it. Just realized, after reading up on this, that there is also an optimal arrival orbit, i.e. it will require the least delta V to circularize from the arriving hyperbole. Now if those two values could be shown... That would just be awesome. -
Today I got 6 kerbals stuck in Dres orbit. I sort of assumed that would happen so the fuel truck is already in orbit of Kerbin.
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What Are Your KSP Aspirations?
Snarfster replied to ThisUsernameisNotOriginal's topic in KSP1 Discussion
Land on and take off from every body, a station in orbit of every planet, at least one base in every SOI. Still working on the first bit, paid for by regular tourist runs. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Snarfster replied to KospY's topic in KSP1 Mod Releases
I tried, having a very hard time attaching stuff to the surface in such a way that it doesn't blow up in my face. Shame, I really thought this would have been a solution for my Gilly stuff floating away. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Snarfster replied to KospY's topic in KSP1 Mod Releases
Hmm that's really a shame. I've done the same with a Class E asteroid in Kerbin orbit and that worked pretty good. I'll give it a shot tonight. Not that hopeful now though. -
True, in that case I'd suggest going from 4 tanks to 2. Reducing weight does wonders for mission performance. For a short hop like minmus it might not be very noticable, but once you start going interplanetary every kilo counts. (And yes, I've been on the wrong side of the curve too with 10 EVA trips needed to push my spacecraft into the correct re-entry profile).
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Currently Jeb is about 2 weeks out from a Dres encounter. Hopefully he'll be able to turn the screaming flyby into a stable orbit. His return home may be postponed "a bit" due to lack of liquid fuel...
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Just to give you a tip. I don't see a docking port on your ship. If you get rid of the RCS thrusters and Monoprop tanks, your dV will increase a LOT.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Snarfster replied to KospY's topic in KSP1 Mod Releases
Ahh good idea. I'll give it a shot when I get home. Think I'll just make a separate install for testing stuff like this out with hyperedit. I don't want to be tempted to "fix" my mistakes in my career game that way. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Snarfster replied to KospY's topic in KSP1 Mod Releases
I know you can surface attach docking ports to asteroids. Has anyone ever tried to attach one to a moon? Would be great for building a base on Gilly. -
You can always get out and push. (Trust me, it works...)
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The latest version is quite stable for me. And, there's no software without bugs.
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Vessel display seems to be OK now. Will double check the rescue contracts. Thank you!
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Hmm when accepting rescue from the surface missions, kerbals turn into tourists. (He was never "active") I thought that wasn't supposed to happen that way.
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Nice work. Fits very nice with the Star Wars O.D. I've been having this vacation
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Happy New Year fellow Kerbonauts! Instead of fireworks, I'll leave these re-entry flames. This morning I just made a simple shuttle to move tourists about.
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People who joined back in 2011: are any of you still here?
Snarfster replied to Panichio's topic in KSP1 Discussion
Hmm I think I started at 0.23 or something like that. (Anyway that number sounds familiar) -
For a while now, several tourists have been waiting at my E-Class station. They booked tickets to Eve and Gilly. Considering the last Eve design relied heavily on freezing kerbals for the transit, a new design was made. Considering the large amount of screenshots, I dropped it into an album. Designing a lift concept that worked was interesting. Hadn't expected to need "more boosters" with 4 Rhinos... It has significant cost, a bit more than half a million funds. However, when it enters Eve orbit it will fulfill a station contract which will negate the costs. The income from the tourists will then be pure profit. The design had to be this big since I use USI life support. It carries supplies and a greenhouse. Basically it can stay in space for about 10 years before needing resupply.
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The answer is generally more struts or more boosters.
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Great news! It's not entirely correct yet. I have two vessels with crew currently active. When I go to the asteroid base with 12 kerbals, I see this: When I switch to the training facility on Minmus, I see this: The asteroid station doesn't see the Minmus Akademy, the latter doesn't recognize that the shuttle is empty (parked next to it) and the asteroid station has 8 crew and 4 tourists. It IS a lot cleaner now though. Loving it.
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It always is great to achieve something you haven't before. Grats!
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I have it with any craft with a crew seat.
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Two things today. My Duna 6 challenge craft landed on Ike and my intrepid Eve explorers had to be saved from a small fuel miscalculation. (Not enough to get into orbit of Kerbin, by a long shot.) A claw equipped fuel carrier was dispatched to intercept and refuel the Eve Explorer. Topped up the tanks so the ship could make a last minute capture burn. On their way home with 3000 science and (now) three 4 star kerbals.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Snarfster replied to KospY's topic in KSP1 Mod Releases
I agree, I like loads of toys, base building, etc. I use the rescue missions as recruiting. As for using KIS, I love node attaching docking ports, it balances what you have to bring back, much easier than using that buggy claw.