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KSP2 Release Notes
Everything posted by StrandedonEarth
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Well, it does make sense that NASA would be on satellite radio....
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Mach 3.3
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What about animal reasoning? I had dog once (said to be a chihuahua/terrier/cocker spaniel cross) which was one of the smartest animals I've seen. One evening he was lying on the rough concrete hearth in front of the fireplace, moving his head around, trying to get comfortable. Finally he got up, went into a bedroom, came back with a pillow, put the pillow on the hearth, lay down with just his head on the pillow, and promptly fell asleep! Many animals also use tools, usually sticks, to get food. Otters use rocks to break open sea urchins, and ravens have been documented using sticks to open snowmobile panniers to get at food.
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Do you have a screenshot that makes you laugh every time?
StrandedonEarth replied to Randazzo's topic in KSP1 Discussion
Run! Run for your life! -
Protecting PB-NUK from overheating
StrandedonEarth replied to Foxster's topic in KSP1 Gameplay Questions and Tutorials
Odd, I haven't had any problems with the NUKs. I always just put them on the side of the spacecraft, turning them 90deg so they are vertical and flush with the skin, not sticking straight out. Do you have heating cranked up in settings? -
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Good Kod what is that thing?!? Kll it with fire!
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I guess this thread is on the rocks then.
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Careful with that...
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Heat shields when coming in hot
StrandedonEarth replied to xendelaar's topic in KSP1 Gameplay Questions and Tutorials
Have you tried "rotiserrie mode?" Spin it really fast, that may help spread the heat around. Or not. But it's fun to try! How far out is your last quicksave? I seem to recall that 1.1.2 added backups of autosaves. I haven't looked for those, but perhaps that can get you farther back emough to get a more favorable encounter.- 33 replies
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If ever there was a candidate for a sample-return mission... It should be easier to get to, shouldn't it?
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It went OoF! Which is a pity... Low thrust in an engine, huh? Yeah, running out of gas will tend to do that
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Should KSP have a Delta-V readout?
StrandedonEarth replied to bsalis's topic in KSP1 Suggestions & Development Discussion
That is how long it would take, at max accel, to bring your current velocity down to 0m/s. That does not mean that your tanks would be empty after that burn. -
Don't forget the pepper!
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Should KSP have a Delta-V readout?
StrandedonEarth replied to bsalis's topic in KSP1 Suggestions & Development Discussion
I think this is all that's really needed. A simple, serially staged rocket could get a green dV readout, indicating that the calculator is confident that the number is correct. A more complicated setup could get a yellow readout, indicating that the calculator *thinks* it has the correct answer. For really weird rockets, the readout would be red, indicating that the calculator is pretty much just guessing. Of course, the real trick would be having the calculator figure out how confident it is with the answer. I've noticed the best/easiest way to mess up the KER code is to have the root part in the middle of the stack! One idea that comes to mind for simplifying some of the odder cases (like my 6-pack of Joolian probes) might be the ability to designate a subassembly as 'payload' and have it removed from further dV calcs. When building the payload you could see how much dV the payload has, but once 'shrouded' it gets removed from further calculations, making it easier to figure out the rest of the stack. Just a random thought. That leads to the real crux of the matter: when the dV calculator gets confused, one simply has to look at the different sections of the rocket and make sure that each section has the dV to do the job it needs to do, whether landing, ascent, transfer, insertion, or whatever combination of those. Although I'm sure someone has built a single stage with an odd enough configuration of engines, angles, tanks, and fuel lines to leave a calculator smoking its circuits in confusion. -
Of course bugs will continue to be terminated with extreme prejudice. But beyond that, more depth would be nice. I know this thread is just asking for direction, but this area has been a disappointment that I would like to see improved: The specific area of depth I'd like to see is an overhaul of the kerbonaut experience system. I haven't figured out all the details for fleshing it out better, but I would like to see more of a skill tree with player selected skills, instead of just "This guy is a pilot, and when he gets a few XP he can keep it pointed this way" Maybe the player can choose what pods a kerbonaut is certified (all the kerbonauts are certifiable, after all) to fly, with the bigger pods (Mk 3 cockpit) needing more XP. The player could choose between different skills for their engineers, without having to progress up to the skill they want (Fix wheels/gear, repack chutes, separate skills for KAS remove and install, etc) Scientists could use all experiments, but get a bonus for specializing in different experiments or science labs. Combined with the Station Science mod functions, this has even more potential. For even more point cost, the different professions could cross-train, letting an engineer be certified on the Mk1 lander can, for instance. Last, don't want to send your kerbals on a tour to rack up XP? Let them earn XP in the astronaut complex, with mini-games! Rover racing, precision landing drills, tetris, er, science exercises, etc....
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Yeah, I noticed that the hard way. I've had to blast dead probes with powerful radio pulses from the tracking station to get the battery unlocked (in other words, I woke it up by editing the quicksave file)
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The 372-part (including 24 lights!), 340-ton Space Casino Alpha has been officially renamed to the Legalized Alcohol & Gambling station, or just LAG station, for short.
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Whoops, you mean that's not a stock effect? It's not edited, so the only mod I have that would do that (I think) would be EVE
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Neither do elephants