Apophis775
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Everything posted by Apophis775
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That's not a bad idea. Maybe use it as a "Science Lab" on your Mothership when you launch probes out.
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This actually makes me think of something I had been debating doing originally. What I wanted to do, was create a "superprobe" that performed the experiments, then detached a "return" module after doing one of each, and the module returned to Kerbin. Maybe, something like that would be effective? If your going to, say, Jool, maybe launch a few "lab modules" containing Goo cannisters and Mat Bays, then as they are used up, set them to return to Kerbin? Maybe a bit more work to get setup, but less return trips, especially for long-range missions.
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3 science questions
Apophis775 replied to Galileo Kerbonaut's topic in KSP1 Gameplay Questions and Tutorials
1. Sounds like a feature request 2. For me, when I make a new career I throw the command pod on a rocket with some parachutes and aim for somewhere off in the distance, then I do my research there. 3. In real life science, you have to start an experiment over from scratch. On earth, it's not much of a problem. But in space, sometimes it means that you can only do the experiment X number of times and get results. I'm surprised they let you re-use modules many of the science modules. -
Or maybe the experiments taking more time than "instant"? Like, monitor the Goo for 24 hours?
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Abandoned Lander...
Apophis775 replied to Apophis775's topic in KSP1 Gameplay Questions and Tutorials
No... I did not. It wasn't meant to never have crew. It was kind of abandoned, and now serves as a reminder of my failure, and a memorial to Jeb Kermins month spent on on the Mun awaiting rescue. -
So, after my first mun landed, which resulted in the need for a rescue mission, I left the landed and a flag to commemorate it. However, with the new patch, I notice that the landers legs are raised, and it was wobbling, so I quickly switched to something else. Is there any way I can lower the landing gear without flying a kerbal up there and putting him into the thing to lower it? It's got enough power (and functioning solar cells), as well as some Mono-propellant and an SAS (which i had left active and might be why it's still standing how it should be).
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I'm asking because I'm working on a design for a "Mobile Science Station" (or MSS). Basically, my plan is to attach several "return" units, specifically, a Probe Body with a return system, and as I explore planets/moons, grab all the research by commanding it from the Probe body, then detaching it and returning it to Kerbin. Once I have my return trajector set, I'll switch back to the MSS and set it for it's next target. My question however, is if I NEED the science stations after I do the research and detach the probe.
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Is it confirmed not in the Solar System anymore? I know there was a lot of discussion as to if it had left or not because of magnetic readings they expected but didn't get or some shenanigans like that.
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Question about YouTube/KSP recordings
Apophis775 replied to TechnicalK3rbal's topic in KSP1 Discussion
Luxmaster, what exactly are they saying when you try to monetize them? -
Yes. Yes it did.
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Seriously. THIS. So many times. I've got like, 4 modules from my space-station orbiting Kerbin BECAUSE OF THIS (I though, my main module has Panels, these will be K). Good news: It used to be 6. I actually had to design an unmanned module to launch that I use to recover them, then deliver them to the station, refuel it, and repeat.
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So... Do we think this update will affect mods? Specifically, I'm worried about MechJeb (a recent addition) and Engineer Redux. Mainly, because I was partly drunk when I installed Mechjeb, and I have NO idea what files were in there before I just sort of "tossed" everything in there together...
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no, I get that excited because .22 is coming soon, and I keep hoping that this will be it. Unless I'm waiting for something, I mostly ignore steam updates... And why not use steam? I've NEVER had a problem with them in the nearly 8 year's Ive used them. I've even found some games I would have NEVER seen or known about if it wasn't for Steam (including Kerbal).
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What happened when you first landed on the Mun?
Apophis775 replied to rhj91's topic in KSP1 Discussion
First time I landed, I didn't slow myself enough, and splattered across a the side of the mun. Luckily, it was unmanned. The second time I really "landed" on the mun, I used more fuel than I expected, and ended up with not enough to make it back to Kerbin, or even reach a stable orbit (Had to abandon Bill there till I rescued him later) -
My face every day I login to steam and see something updated: http://www.planetcalypsoforum.com/gallery/files/1/4/5/3/0/rainbow_puke_2.jpg And then after I see that it wasn't Kerbal: http://2.bp.blogspot.com/-yvk4w63uKDM/T_68BunMetI/AAAAAAAAA00/-I2WNMvH6lA/s320/Cute+face.jpg
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"There is no science to be done in sandbox mode"
Apophis775 replied to PwnedDuck's topic in KSP1 Discussion
I agree with this. -
Specifically, I was wondering how it would effect Kerbal Engineer Redux... Will it still be functional, or will I need to remove it to use KSP until Redux has a .22 update? I've only been playing KSP since .21, so this is my first time going to a new version with a mod...
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That chart was super useful, helped me make my first interplanetary probe mission
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Thanks, I'll use that next time. I actually just rescued them as many rockets as I could fit onto my previous rocket...
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Yea, I'm trying to plan a rescue mission to the mun because my lander ran out of fuel, but everything is so heavy... I'm on week 2 on the problem now, with maybe a dozen or so attempts which resulted in not enough fuel for a safe landing and return, so a diversion back to Kerbal. I was hoping for a mod where I could do something like "Get to X KM orbit around Kerbal, Transfer to Mun, X Orbit on Mun, Land at X, Achieve X orbit around Mun, Transfer to Kerbol, Re-entry" and get an estimate if i have enough fuel for the whole mission or need to make changes to the rocket.
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How difficult is it to use?