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Madrias

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Everything posted by Madrias

  1. Just had to try it, and sadly, no surprises if you cycle all the way around the Cycles counter for maintenance. No, it didn't take long, no, my mouse doesn't need replacing, nor does my hand hurt. But honestly I didn't expect anything in the counter anyway. Anyway, I'm back to edit here again. Anyone know of a mod with some good machine guns to go with my new fighter plane?
  2. Depends. If the mission's completely over, panels wide open, all deployables extended, gear down, and I hit atmo with engines screaming, making as bright a fireball and debris trail as I can. Including shedding 'excess weight' by staging everything I can. If it's part of a multi-trip mission, panels folded, retract everything, gear up, careful deceleration to land where I intend, rather than just spewing a comet trail of debris behind the craft on purpose.
  3. Spiralling out of control riding a Solid Rocket Booster. I think it's the way he would've wanted to go. Screaming across the ocean on something he couldn't control. Looked into his helmet and he was smiling the whole time. It's really become tradition that I make one save file where I sacrifice the main three on launch day in order to guarantee safe flights.
  4. I can't wait! I've got a nice plane to strap the German engine to and then I'm gonna shoot at graysuits sitting in Sopwith Camels on the Island Runway.
  5. Thank you! Now I'm gonna go install this, build myself something awesome, and proceed to go drop a couple fuel tank bombs on the VAB. None of my Kerbals ever use the VAB. Ever.
  6. My strategy is this: No two intakes can be in the same space, but I can have multiple intakes per engine. I tend to limit myself to one stack-mounted intake, plus two Radial intakes per engine. It might be considered air-hogging, but I consider it reasonable. On an inline-engine design where I don't use a stack-mounted intake, I tend to use 6 radial intakes at most. Again, it might be considered air-hogging, but I do believe it's logical. Either way, I'm shoving as much air as I can into the engine within reason.
  7. And now I'm launching a straight-stock version of 0.23 until my favorite mods are updated. Let's see how long it takes for me to break stuff.
  8. What, am I the only one sitting here taking a nostalgia trip and playing 0.21 from my Archives?
  9. Oh, just remembered another one I do: Rocket Assisted Take Off. Two to Six Sepratrons on the back of a spaceplane, ignite and pull up quick. Great ways to get heavy, overburdened craft off the runway before running the risk of ending up off the end of the runway. Also used for Rocket Assisted Landing Brakes. Why use airbrakes and parachutes? Just came in from your deorbit burn and now you're hurtling toward Kerbin at 3000m/s? No problem, pop the Sepratrons (and, if you're like me, yell "Party Poppers!" as you do it, if anyone catches the reference), and watch your forward velocity magically start disappearing. Look like you're gonna miss the runway at 300m/s and end up in the mountains with a long walk to KSC? Pop the sepratrons and enjoy landing on the runway without running over the numbers.
  10. Just finished renaming and purging 0.22 from the Steam Primary Folder in order to become "KSP 0.22 Backup" so I can still play it, but start clean with 0.23 and load it with fresh, compatible mods.
  11. I use the small Oscar-B tank. Most of my probes are 1/2 meter type.
  12. My choice on the least useful part... Toroidal fuel tanks. Took a while, but I picked a part. I find I never use them, due to their poor fuel capacity, and I find better choices for tanks.
  13. Oh my! And as if I wasn't refreshing the page enough looking for updates, now I'm gonna have a hard time keeping fingers off of F5.
  14. In situations, yes, I use them. Ejecting the cockpit of a spaceplane, complete with a second 'stage' of sepratrons for my deorbit burn. Chucking stages away from my middle stage primary engine. Making my own retro-rockets when sepratrons aren't big enough for the stage. Deorbiting stages into the planet. Emergency decouplers, just point two at a decoupler and fire. Within seconds, decoupler explodes, freeing the rocket.
  15. On one of my saves, I'm sure there's plenty of accelerated debris flying around.
  16. There's a rover inside of that, Aramil. It's really kinda fun.
  17. 1500 parts. Good reference point to see how much my rig complains. Sad that KSP is a single-threaded application, otherwise I wouldn't be nervous at all. Edit: Oh, this is fun! I keep hitting the central spire, but it's fun! Also reasonably smooth running.
  18. Whackjob, I can feel my computer screaming just looking at that.
  19. I've had spent drop tanks from a space plane smash through solar panels. I've had an orange "Go Far" tank that I detached from a spaceplane (hooks to the underbelly docking port and travels with the ship to new destinations, providing mass quantities of fuel) that I shot straight through the command pod of a space station. I've put planes through my fuel station, shot down probe-core satellites that were full of science equipment, and had debris escape Minmus and enter a stable orbit. However, that's far from Kessler Syndrome. That's (80%) pilot error.
  20. Had a pilot ejected from an EVA seat and end up in Minmus orbit from the sudden rapid unplanned disassembly of the rover. Yes, I did eventually send a rescue mission.
  21. Landing an airplane with 2 of 3 engines still attached. And they weren't the two on the wings. One wing engine, one centerline still running. Landed it right on KSC's runway.
  22. I'd rather have them set aside both MP and Resources for a little while and stomp out as many bugs as they can before adding new ones that will inevitably occur with both Multiplayer and Resources. Just my opinion on things.
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