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KSP2 Release Notes
Everything posted by Starwhip
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Loading screen Easter Egg? (not the sand castle)
Starwhip replied to m_j_lyons's topic in KSP1 Discussion
Ooh... could a much more creative one of these be part of the secret feature? I've never seen the Illuminator or the sandcastle or anything like that, but I would not call it off. -
[nervously pokes head into thread] Hey, I'm thinking of revamping my docking tutorial. I never got the Asteroid Redirect Mission bit done, and I feel guilty. Also, the new rendezvous missions in .24.2 could be covered. I'll include better navball explanations and reveal some of my stock-docking tricks I've learned, including misaligned-thruster docking, limited thrusters, and main-engine-only docking. Do we still have n00bz looking for docking help? (Sorry, that's a little harsh. Even I've had problems with docking sometimes.)
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And... eh, nope. A zero of ten.
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Never to Moho, the surface of Dres, or the moons of Jool. Eeloo was excluded as well.
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Banned for making the world look like gravity. You wouldn't believe the crazy stuff I've seen lately.
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Holy...GAH!!!!
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I am so unqualified to be in charge of a space center.
Starwhip replied to Bissotwo's topic in KSP1 Discussion
Jah, it ees ze time of Thread Lock. -
Nope, you're new (to me). 0/10.
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Banned for being a sentient plant.
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SPACE STATIONS! Post your pictures here
Starwhip replied to tsunam1's topic in KSP1 The Spacecraft Exchange
That thing looks uncannily familiar: -
Darn school internet, blocking Curse. I downloaded from GitHub and was confused as heck. I want this mod so bad. Well, at least I know why it's not working now. I'll get it later.
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This is the kind of thing that annoys me about people in general. "Hey, we only need to raise it 2 feet? Let's do that." instead of raising it 15 feet and being done with it. 2 feet only protects you from that ship and not the next one that happens to be even taller. The same thing applies to coding. If something isn't working, and you just fiddle with it for a while until it gives a result, instead of actively figuring out what the issue was, the bug will come back and nip you once again. I know this as a programmer, and really have to start taking my own advice. (A good majority of my supposedly "modular" file reading functions in Python often malfunction because I forgot a case that would have taken me 30 seconds to account for... )
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One of the batteries, I think it's the Z-200 stack one, has a Doctor Who reference in it. It mentions that you should not attempt to "Reverse the polarity".
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Nearly through the tech tree, been to the Mun once, and I've got funds coming out my rear. Almost 2 million now. As it turns out, rescuing Kerbals stranded in orbit, on the way to the Mun to plant a flag with an SSTM is rather profitable.
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Two things: A- A typo on Multiplayer. I was confused for a moment there when you were talking about this stuff for a "multiplier". B- That is really hard to read with a capital letter beginning every word. Other than that, those are good ideas. Some of them are currently in use in different mods (RSS with different launch sites (I think it's RSS), Kerbal MultiPlayer with ship-locking) But as of yet, Multiplayer is not a real demand of the Community as a whole. It would be nice, I'll admit, but there are other things that a lot of people would like to have first, i.e. better aerodynamics.
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0.24 - Asparagus too pricey?
Starwhip replied to ShunterAlhena's topic in KSP1 Gameplay Questions and Tutorials
My god, sir, what the heck are you planning? Blowing up Duna? That ship has 3-4 times as much Delta-V as your typical Duna mission requires. -
Search for undocumented changes and features of 0.24
Starwhip replied to Sky_walker's topic in KSP1 Discussion
This. Holy crud is it annoying. For my Mun mission, I stuck Bob in the orbiter and Bill in the lander, (The orbiter having the 3-man capsule) then went and saved or something, and when I launched, lo and behold, a wild JEB appeared along with Bill and Bob in the friggin' orbiter. It's annoying. (Hey, I already said that....) -
Back when the... um... shoot I can't reme- OH, yeah, Kerbal Joint Reinforcement was a sort of must-have for me (It's been so long I've forgotten about it) I think that if you fired up with enough thrust you could wrench the launch clamps off of the pad. I don't know if it was the glitch, or KJR, but it would solve this.
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There are several bits that I have noticed so far pertaining to the completion of Contracts. If you are asked to test a part, say, the BACC SRB on a sub-orbital trajectory, but have no need to light said SRB at that altitude, simply empty it of fuel. The game still counts the staging of the empty booster as a valid test. Keep in mind that this also works with jet engines (No intakes necessary), the Launch Escape System, and even normal engines. If you activate a part, that is all that counts, and if you want you can then decouple it. A second thing: It is a good idea to have a very efficient craft of some sort that can make it to orbit with the fewest stages dropped. fairly early on. If you are instructed to go to the Mun, the next contract will most likely be to plant a flag there, so keep that in mind If you had to spend on the second mission (like I did) a non-reusable launch vehicle, it will be much less cost-effective than, say, an SSTO that could go to the Mun, or at least to an orbiting refueler station. The same goes for all of those "rescue this random guy in orbit" missions that pop up every other day (I'm looking at you, Kerlington. What are you testing behind the scenes?) If you've got an SSTO, the profits are 100% - fuel spent. That is, if you stick a runway landing. And last but not least, get a pencil and notepad, and write down the specs of all the contracts you have. It is a lot easier than looking at them in that tiny little window. Also write down the funds and rep and science gained from each one. That way, if all else fails, you can go for the one that will save you the most. Try to complete as many as you can at the same time. I've found that I build stuff that looks like all the time. I'm not proud of it...And so far that's all I've noticed. If you've seen something that I have not, feel free to add onto this thread.
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Is perfectionism driving you crazy in 0.24?
Starwhip replied to allmhuran's topic in KSP1 Discussion
My only rule is: No more just-the-capsule-returns missions. Those are long gone. I land whatever orbital maneuvering system went up, as close as I can get to KSC. Another thing I try to do is max the science/contracts I can do per launch. My first Mun mission brought 2 materials bays, 4 mystery goo canisters, an orbiter and a lander. Soon I'll put up stations and such, but as of yet I've still got some contracts to wrap up. -
So far, no serious mistakes, but I can't seem to get the reentry angle for the KSC landing. Almost landed on one of the huge mountains with a rescued Kerbal in the ship, had to spend my reserve fuel and some thrusters to get further from the slope. Would have been bad if I'd killed 2 kerbals, ruined the rocket, *and* failed the contract. What's odd to me is that re-usable spacecraft play no purpose as of yet. Maybe they will, I don't know, but so far I've stuck 2 little probes in orbit with no intention of bringing them back down, and have only returned the top stage of my rockets.