Jump to content

Commander Zoom

Members
  • Posts

    1,452
  • Joined

  • Last visited

Everything posted by Commander Zoom

  1. Great thread, great overall theme/mission, and a great tutorial on gravity assists and fine-tuning of nodes. Thundercraft are Go!
  2. I would say you've been reading my Jool album, but I haven't put it up yet... (I really should get on that.) EDIT: @Rune, you say the linears aren't a mass-savings over the quads? well, dang... they should, IMO. That's what I get for not actually looking.
  3. Was going to say, this assumes a capture burn... and then I remembered that, post 1.0, aerobraking at Jool from interplanetary speeds is a much more problematic thing. Bye bye to all that "free" (firey-hot) delta-V at the arrival end. During my expedition, back in the Before Time, I held onto my probes until after the first braking/capture pass, so that they wouldn't need to burn to keep from flying back out of the system entirely. May or may not be relevant now.
  4. On top of everyone else's suggestions, are you running with KAS and/or KIS? If so, the solution is simple - send the Scansats up with RCS quads and a single small round tank hanging off the side, then have a kerbonaut on EVA remove all that and stow it.
  5. If you just want to answer this particular question: Copy everything to a new directory, add Distant Objects, load it up and see for yourself. Once curiosity is satisfied, delete the folder.
  6. I managed to wrangle two class-Ds into not just an equatorial orbit (@ 500 km, IIRC), but the same equatorial orbit, and tried to attach them. (That's the tug at top right, and the double-ended "link" craft in the center.) Alas, I underestimated the capability of KAS harpoons and/or struts to securely and/or rigidly link two massive bodies together. They're still connected, but wobble massively around each other whenever I focus and load physics. I might have had more luck with fuel pipes, but by then I'd abandoned the project. Any and all innuendo regarding "the Twins" will be politely ignored.
  7. SQUAD isn't going to give their "official" endorsement to any other site or service. They already have Curse, and Curse suits their needs just fine. (Whether Curse serves anyone else's needs is... a matter of some debate and dispute.)
  8. By pure coincidence (or not?), the theme for Star Trek: First Contact started playing in my shuffle just as I opened this thread.
  9. Action group wrangling/interference is something I've had to deal with on my own big ships, and it's nice to see you not just acknowledging and addressing it, but in a very organized way. And yes, that's an amazing ship, especially with the decals on. EDIT: My list, from the post-it I keep to remind myself: 1. Solar Panels 2. Ladders 5. Camera/Telescope 9. Science Report(s) 0. Antennae
  10. From experience: You can't attach KAS struts to another craft until you make it part of/the same craft, with pipe (confirmed) or cable/tether (possible, should work?). Or plain ol' docking, of course. (On my old two-kerb Mun shuttles, which caught base components launched from Kerbin and carried them down to the surface skycrane style, the second seat was the designated "strut monkey" who went EVA to reinforce the connection for the trip down.)
  11. Yup, I knew that little "anomaly" on Bop was going to come into this somehow... (It rather sharply derailed the direction and tone of my own Jool mission... one of these days, I really need to write that up...)
  12. Thanks. I was initially going for the typical NASA-documentary sort of tone, but I fear that resulted in what is now called by many (including myself) "YAML" - Yet Another Mission Log. I'm still trying to decide the theme or focus of my next game, assuming I end up documenting it. I do still have the Jool Expedition pics to post, and a final wrap-up of the program as it stands when I suspended this game... but other things are once again taking up my time and attention. Still, I promise to return to finish this properly.
  13. I understand completely the desire to keep the part count down, but I submit that (1) it's a matter of chasing diminishing returns, if you're committed to sending one giant ship anyway; and (2) hopefully 1.1's promised performance improvements will help some, if you can hold out that long. (Heck, it's looking like testing the components should keep you busy until release.)
  14. How about Jeef? also a nod to the Spanish version, "Jefe" (pron. "Heff-ey").
  15. In the hands of a kerb, a pistol chambered for 9mm would be a handcannon. You could probably chop those numbers in half. (actual physics a lot more complicated, I know; just reminding you of the scale diff.)
  16. That's not the only reason [why female kerbals were added], and you know it.
  17. It seems to me, OP, that you have an answer already in mind. (And are unhappy with aspects of the stock game which do not conform to that - parts missing which "should" exist at the implied general state of technology.) But this is Kerbal Space Program, and it follows Squad's progression, whether you find that "logical" or not.
  18. There is a chart out there (I don't have it handy) showing all the resources - over a dozen - that were going to be implemented, and how they interacted. This is what we got, and it's almost entirely (as I understand it) the work of one modder who got invited to join the team and make a form of his mod stock.
  19. And so Martystu Kenlie saved the entire multiverse. By being too awsum. Yeah, that's it.
  20. "At this rate, the sector will be completely filled with Enterprises Jebs within three days."
×
×
  • Create New...