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Everything posted by turkwinif
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I docked my lander to my interplanetary stage over Ike in a 20km polar orbit. Sounds easy, right? The interplanetary stage had no electricity and had a slow, inclined spin to it. And it only took me 10 minutes to perform the intercept to docking!
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Well, I'm currently landed near the north pole of Ike searching the skies for a flicker of a pixel (real intense stuff here, eh?). I will provide you guys with the save file to help with the search. Save file: https://www.dropbox.com/sh/wny4fpug2g1fax8/VyMtp82gFW
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Ehh, screw it, I'll go to Ike and check it out, hopefully it's come back. (Maybe they added Russel's Teapot in between Kerbal and Eve and didn't want people easily figuring out what kind of an orbit it's in )
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.23 should update sunken monoliths!
turkwinif replied to HafCoJoe's topic in KSP1 Suggestions & Development Discussion
The Hill itself still exists, but they forgot to move the signal along with the hill. The signal's underground still I also hope that they fix the magic boulder. -
65%! Woo! Crush 'em!!!
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How to Find a Mun Arch?
turkwinif replied to Andrew Hansen's topic in KSP1 Gameplay Questions and Tutorials
Well, the one on the equator is on the edge of a crater, last I checked. Turning off ground scatter may help, too. If you want specific coordinates, I can tell you of a website which includes maps of all the planets (except Jool) and moons. These maps will give you every location of every anomaly in the game (save one that may or may not be in an orbit around Ike ). But I'm tellin' ya, it's much more mysterious and fun finding easter eggs with no help. EDIT: Do'h! Meltesh beat me to it -
I can't believe that you're actually going through with this, with so many hours to go. I would have just stuck on a bunch of mainsails to a probe and used infinite fuel
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The "You know you're playing a lot of KSP when..." thread
turkwinif replied to Phenom Anon X's topic in KSP1 Discussion
I've played so much KSP that I hit the timewarp keys on my keyboard if something's updating/downloading very slowly. (no, seriously, I did that last night when downloading a game. I was very tired ) -
Ya know, maybe if you used Jool as a slingshot, you could get to where you want to go a lot faster, especially considering that solar panels don't won't at a certain distance.
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Oh god, you brave, brave soldier. Good luck reaching such a distance with stock parts.
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It is not underground anymore [Spoiler]
turkwinif replied to MalfunctionM1Ke's topic in KSP1 Discussion
What terrain detail were you on? Low, medium, or high? I've been told that it is not buried with low terrain detail on. -
KSP nominated for Best Sci-Fi Game - Voting now open
turkwinif replied to CaptRobau's topic in KSP1 Discussion
So...does Squad get any kind of reward, or just bragging rights? -
Wait, the magic boulder is crashed somewhere on Ike?! It still exists? I hope that you're right. And also, I almost didn't catch that white text
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Ahhhh, so that's what it is called! Darn textures
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On Eve All in all, he's never coming back, unless the kraken somehow hurls him from Eve at Kerbin...
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I had recently decided to send Bill with a rover to Dres, which was one of two planets I hadn't landed on yet (Moho is the other), and seeing as Dres is underexplored, I decided to look for any possible easter eggs. I was able to land near the large, dark, prominent crater "scar"/canyon, and I went to go explore the valley. Well, at the west entrance, there appeared to be a face on one of the walls of the canyon. It's not like the OTHER face easter egg *cough cough*, it's not very apparent. There appeared to be another "face" near the middle of the canyon that looked similar to the first one I had seen. This could just be my brain playing tricks on me after roving to the canyon, which took a good two hours. It could also be me just seeing things that aren't there. Either way, I just want your guys' input on this. http://imgur.com/a/clH5g I outlined the "faces" in red in paint with my super-skilz (sarcasm intended) in case you couldn't see what I was talking about. Side-note, for some odd reason, I keep on thinking that the two "faces" look like characters from Star Trek (1. Spock 2.his father (or some other random actor who's name I can't recall right now)). See, my mind probably IS playing tricks on me! If you want to go check it out yourself, the coordinates are: 2°52'54'' S, 15°10'57'' The canyon is pretty easy to spot, it's usually the first thing that you notice about Dres every time you look at it.
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I landed on Dres for the first time ever! It has a small SOI though, made it tough to get an intercept.
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Kirk Kerman (obvious reference to Star Trek (Unless it was actually a randomly-generated name )). I had made a new save not too long ago, and Kirk Kerman was the first on the list after the original three in the Astronaut Complex. I used Kirk in all of my high-risk missions. Also, I shall not fail to mention Jack Kerman. I banished Jeb to Eve with no hopes of returning and replaced him with Jack on purpose
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KSP nominated for Best Sci-Fi Game - Voting now open
turkwinif replied to CaptRobau's topic in KSP1 Discussion
the votes are being counted, I can't wait to see who wins! -
Suggestion for Improving SAS Algorithm
turkwinif replied to Jimbimbibble's topic in KSP1 Suggestions & Development Discussion
Yeah, I had the same exact problem the first few days after release. Whenever I would enable SAS, my ships would go bonkers! Without SAS, they would fly just fine. The problem disappeared for me after a few days, too. Huh, weird The audio is still weird for me, though. -
Oh believe me, I use Kerbal Alarm Clock. Yeah, that's the one main problem that I see with my idea, I agree with you. From what I've read and seen, it seems as if Squad wants to add more planets even farther out than Jool and Eeloo later in development. I just thought that maybe an even faster time warp or my idea would cut down on wait times a ton. http://forum.kerbalspaceprogram.com/threads/29807-Planet-Ideas-And-Names-For-The-Future-Of-Kerbal-Space-Program?p=447959&viewfull=1#post447959 http://wiki.kerbalspaceprogram.com/wiki/Gas_planet_2
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I've touched on this problem already. " *You cannot [Warp to] a point during or after a point in which your trajectory enters an atmosphere/planet. Basically, you cannot use the [Warp to] option if you are in an atmosphere, during or after your trajectory enters an atmosphere, or if your trajectory goes through an object (planets, moons, suns, you get it). Maybe there would be a limit as to how low/high to a planet you could [Warp to] before it wouldn't be aloud (much like how the game slows down Time Warping if you get too close to a body). "
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You've got a good point, but during the loading period, i.e. the transition from one time to another, the game would calculate/simulate where everything should be, just like it does when time warping. Think of this as super-fast time warping. But ya, I don't know what the game does when a ship that you're not 'controlling/in the physics bubble of' enters a different SOI. I also don't know if the loading time would be longer or not with more ships and debris to simulate. Sidenote, what would happen to a ship that would be on a collision course with a planet, then you switch to a different ship, and [Warp to] with that ship to a point in which the 1st ship was inside the planet O_o perhaps the game would stop you from using [Warp to] during the period in which the ship would be too close to or inside of the planet.
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I came up with an idea that would (probably) be easy to implement. I will discuss potential player-created problems, and how to prevent them, later on in this thread. You know how a full mission from Kerbin to Eeloo currently takes over a year to complete? What if you could just instantly time warp to any point in your orbit with two simple clicks? It would work like this: #1. Click anywhere on your orbital trajectory that is in your current SOI, as if you were making a maneuver node. #2.Click on the [Warp to] option underneath [Add Maneuver] (use your imagination ) By using this action, I would imagine that there would be a brief loading screen before being deposited at where (or when?) you wished to warp to. Also, a few things to implement to prevent people from causing problems with this feature: *You cannot time warp back in time. If you click on your trajectory, but do nothing else and let your ship pass past the point you clicked on, there would be the potential to travel "back in time". I could see this causing issues. *You cannot [Warp to] a time with you in a different SOI(..?). This also includes not being able to [Warp to] the same SOI after your trajectory exits a SOI. For example, Kerbin-->Mun-->Kerbin. You cannot warp to the Mun or future Kerbin trajectory. I am debating with myself whether or not instantly warping to somewhere/when in a different SOI would cause problems. *You cannot [Warp to] a point during or after a point in which your trajectory enters an atmosphere/planet. Basically, you cannot use the [Warp to] option if you are in an atmosphere, during or after your trajectory enters an atmosphere, or if your trajectory goes through an object (planets, moons, suns, you get it). Maybe there would be a limit as to how low/high to a planet you could [Warp to] before it wouldn't be aloud (much like how the game slows down Time Warping if you get too close to a body). The solution to all of these problems is for the game to detect if any of these problems are currently happening and to prevent the player from using [Warp to] by simply "greying out" the option (making it unclick-able). So, what do you guys think? I am open to suggestions, criticism, and/or additional features/problems that this could have/cause. With it looking as if Squad is going to give us even moar planets and moons and stuff farther out in the future, I saw it necessary to at least post this idea onto the forums for other people to see.