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Depth

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Everything posted by Depth

  1. Currently the only method is to scribble everything down and adding it up. You can look for mods like Kerbal Engineer Redux but for career mode you will have to edit in the mod manually.
  2. There And Back Again, A Kerbals Tale - By Bilbo Kerman.
  3. The flags counts as flights simply because they are not "debris", it is annoying. I currently have 4 flights in progress because I marked my landing sports on the Mun so I could visit all the regions. I'm hoping they change it in the future, but it obviously should not be a priority
  4. I explained to a guy at work the other day how to perform a Hohmann transfer. I'm a welder.
  5. Space tourism. "Now, YOU can spend an entire week in space for only 38 million HK$"
  6. Probably not, it's all the same biome
  7. They are Kerbals, for them it doesn't make sense to develop something that makes a lot of noise and goes incredibly fast without letting someone experience it. The realization that this is actually incredibly dangerous comes later on.
  8. The safety glass theory is getting more credibility. So, what else in astronomy generates blue-green crystals?
  9. I hope it can be blended in with the science messages, maybe subtly overarch alien references. "The Goo seems to be waiting for something"
  10. That's the difference in two technologies that lead to the same advancement, and an advancement that requires the two previous technologies.
  11. I was ecstatic when I got a mun flyby with free return trajectory. I didn't even know if I had enough fuel. It's like a new game now.
  12. I managed to import MechJeb to the Mk1 Command Pod by adding MODULE { name = MechJebCore } to the craft file, but so far I've been too ashamed to use it.
  13. Some of the science messages are downright hilarious. "The less resilient of the samples appear to have splattered around the interior, forming new and interesting color combinations." This apparently has scientific use.
  14. I was making a retort to avalanche control when astropapi1 mentioned an avalanche of people. But if you can get away from its strike zone, yes, you are personally safe.
  15. With release dates, the avalanches are timed and thus safe Hmmmmm.... I should get my Kerbals home.
  16. I didn't even have to search "title only".
  17. Going to space is dangerous, polluting, expensive and the fuel could be spent elsewhere. If your program is not showing fruits, who in their right mind would fund it?
  18. Frankly, I just press quickload. However I did experiment a bit with putting a few seperatrons on the command pod and disabling all engines in the abort action group. Never incorporated anything standard into my designs. In my current save I have a sort of "whatever you need, stick it on the end over there"-kind ragtag spacestation. My minmus Kethane mining operation was manned from day 1 on this save, but I only rarely thought about having any kind of return vehicle for them. Then I decided to man the spacestation. As I thought about how insanely claustrophobic and terrifying it must be to be stuck on a hunk of metal and rocketfuel with no way off, I decided to make a 1-way return vessel. I slapped together a Mk2 pod with two hitchhiker modules, some fuel and a couple of radial chutes. As I docked it, it briefly struck my mind that perhaps I should have tested it for re-entry to make sure it's not a massive deathtrap. Time will tell.
  19. "I'd love to see if anyone has some math on this" What was I saying. This is the KSP forum, after all
  20. I'm sure you can calculate it in some way but a crude method is to quickly put the throttle to max, try mentally noting the burn time it displays, then quickly cut the engines with the X key. Normally I take notice on how many dV's you burn per second and try to guesstimate other manoeuvres. Neither method is perfect and I'd love to see if anyone has some math on this
  21. Right click the centre top tank before take-off and disable the fuel feed
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