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Posts posted by StrandedonEarth
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I found out you can repack parachutes and repair rover wheels .
I found that after repacking 'chutes, they have to be manually opened by right-click (I didn't realize the need to action group them yet) because spacebar will no longer work.... Also to make sure you put the landing gear down before you land....
I discovered both of those on the same landing, on my first return from Duna. By the time I got all the chutes open I didn't have time for the gear to fully deploy.
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The hardest part for me is building an SSTO. I still haven't succeeded yet, although just before .23 came out I had a plane that probably could make a really low orbit (and still deorbit) if I flew it right. My last flight probably went too high, not enough fuel left to get the peri out of the soup. Hmm, I guess that's not actually part of career.... yet.
As for science in .23, I maxed the tree with 1k to spare after doing parts of Kerbin and the Mun, practically all of Minmus, and a manned Duna (over 4k science on that one, not counting transmitted crew/eva reports) return. Now I can go back to work on that SSTO. I want to make it without using the RAPIER.
Right now I think it's time I generated a ribbon.
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I realized right off that Kerbin's KSC was modeled on Earth's KSC. But seeing that pic, and the fact that Kerbal SC also has a crawlerway, made me think that maybe the devs plan on giving us a MLP (Mobile Launch Platform) to drive at some point. You think it's challenging to get some massive rockets off the pad? Try getting it TO the pad!
Side note: the real KSC has so much interior volume that rain clouds could form inside if the air conditioning failed for too long.
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I once looked at a bright object in the sky and thought: "Too bright for a star, must be Jool... wait, what?"
Nah, that's not Jool, it's Eve.
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*mindblown* Cuz.... Cuz.... umm.... That makes entirely too much sense. Since when do Kerbals make sense?
Not to mention all the radiation from those LV-N's....
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I spent hours just this morning trying to get a ladder system that worked on my Duna Lander. I finally ended up with this, which lets him climb from the hatch to the ground and back the hatch and in with no problems or falls (see the "post fails" thread in the discussion forum).
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Moving to the Launchpad: Welcome to the Machine (Pink Floyd)
Launch: Ride of the Valkryies
Eve mission: Nightflight to Venus (Boney M)
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Bill was clambering around a Duna lander prototype on the launchpad, checking out the ladders and experiment locations, when he slipped and found himself in a rather precarious position.
No, he's not falling at the time. Jeb told him to just "Hang in there!"
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People don't get medals for orbiting Earth.
No, but they get their astronaut wings for getting over 100km high, even without making orbit. That may change when Virgin Galactic enters commercial service, or everyone with a quarter million bucks to burn will get their wings.
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If we're going to give the Kerbals some love (and I agree with everything in this thread) and we'll get more attached to them, perhaps there should be a penalty for keeping them alive by way of quicksave. Say, 1000 kredits to quickload.... Or 1000 kredits to make the quicksave in the first place.
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I noticed it but never tried to correct it to level. I gather the wings don't generate lift from the classic asymmetric airfoil design (Bernoulli principle, IIRC) so much as get the reaction from deflecting air as the angle-of-attack increases. Have you tried perhaps tilting the wing up (leading to trailing edge, not root to tip) relative to the fuselage? Then the fuselage (and thrust) can stay level with the wings tilted up and perhaps get lift that way.
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Even something as simple as having cities on the globe, with negative consequences if your debris hits a city. Or a little kash boost if your debris hits unpopulated land and can be recycled.
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When you look at part of a disassembled machine at work and wonder what part of a rocket it would be. RTG? Jet engine? core with radial decouplers/hardpoints?
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That is awesome. Now if only you could paint the set red so you can fake a Duna landing! But that grey could work for Dres
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First flights of new (massive) designs are always called Widowmakers, with the generation numerical and iterations alphabetical, until they are successful. Thus the third tweak of my fourth clean-sheet design would be Widowmaker 4c.
Once it can make orbit more-or-less intact I will assign a name to the lifter, usually related to the size of the lifter. My go-to design is the Goliath, which can put my 100 ton tanker into LKO, with most of the lifter still attached. Without an economy, why use anything else?
Actual missions usually end up as "_______ Explorer", such as the Jool Explorer flagship mission from 0.22
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My first attempt at docking was without any real idea of how to fly the navball or use maneuver nodes. After several orbits of Mk I eyeball and seat of the pants maneuvering, I was finally able to close to a few meters, stationary relative to the target and the ports more or less lined up. At which point I was completely out of every kind of propellant.
These days docking is still a pain but fairly routine. I still guzzle mono, especially since I have a nasty habit of pressing I or L when I should have pressed K or J. At least I don't mix up H and N.
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I try to steer clear of mods too. I had heard of Kerbal Alarm clock, but never downloaded it until I went looking for a transfer window thingamabobber, and the KAC came up. Now I don't know how I ever managed without it. That and the Docking Alignment Indicator are the only plugins I use.
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I put up a nice early career space station to do some science using the mobile lab. I sent it up with a two man return module for Jeb and Tomford Kerman to use when I was done with Science.
I did all my science, got bored and burnt for home. I splashed my station down in the ocean (no reason to leave it up there) before splitting the return module at about 5km for a nice paired landing, something I did for aesthetics and fun.The pods landed safely and I returned to the VAB to prepare for my next mission.
http://i.imgur.com/87k3JKk.jpg
Can anyone tell me what I forgot to do?
I'm gonna guess you left the data in the lab.
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Yes, this is a favorite pet peeve of mine. As soon as I select the wrong part I'd like to be able to press esc to put it back where it was.
Ctrl-z does work (I had to ask about that myself), but you have to drop the part you selected first. It sometimes lags, and may do odd things once in a while.
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Dual monitor should be almost mandatory for this simulation, look at how many screens were on the Space Shuttle! Having one screen in map view and the second screen in stage view would be soooo handy. With a laptop connected to a big screen on the wall it would be extremely Mission Control-ish
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As for me, an option to cancel selection in the VAB/SPH would be nice.
I strongly second that. Ctrl-z undo does work in its way, but it's that moment in the VAB when you try to click on a misplaced strut and take off the whole 6x strap-on assembly instead that gets frustrating. You know right then you made a mistake and it would be so nice to be able to press esc to undo that selection and be back where you were a misplaced click ago..
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I note that impact tolerance in the tooltips has been changed to crash tolerance, with units of m/s. While that certainly helps with knowing just how fast you can crash, er, land, the laws of momentum (mass x velocity=impulse x time) imply there should be more to it than that. A 50 ton ship landing at 10m/s (500tm/s) is going to put a lot more stress on the landing gear than a 1 ton ship landing at 20m/s (20tm/s). The part itself may be able to with stand a crash/landing/impact at the rated speed, but not when you stack a 3-kerbal can with the required snacks on top of it!
Granted, this gets a lot trickier to calculate depending on whether your 20m long craft is hitting on its side (all parts should survive) or on its 2.5m diameter (accordion from the bottom up) at 10m/s.
Crumple zones FTW!
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Red 5 standing by... until after work...
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Sent Bob and Dilbles on what turned out to be a 1-way trip to Moho, landing on fumes.
Navball perimeter pips
in KSP1 Suggestions & Development Discussion
Posted
Those moments when the indicators you want don't show on the navball get pretty annoying when you'e trying to turn a cumbersome ship, the maneuver node target in particular. What I'd like to see is a marker on the perimeter of the navball showing the direction to turn to find the indicator, as sometimes I have to hunt all over the navball to find the maneuver target, and it's always in the last area I look (or why would I keep looking?). Occasionally even the prograde and retrograde (velocity or target) markers manage to be off the edge of the navball (hiding at top or bottom) at the same time.
Just some simple little pips, in blue, yellow, and pink, to show the direction to turn when that colour isn't visible on the navball, would be a great help. Much like I've seen on the radars or minimaps of other games. It wouldn't be hard to make a plugin to do that, would it?
Something like this:
Velocity and target pips really only need to point towards the prograde markers