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Madrias
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Everything posted by Madrias
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Probes are nice if you play in such a way that you don't like killing the little green guys. Also nice for those random one-way trips where you're just shooting a probe to the far ends of the galaxy for fun. Yeah, you lose EVA and Crew Reports and Surface Sample, but you gain it back in that you don't feel obligated to bring it back home.
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Maybe I'm just still too inexperienced, but...
Madrias replied to RSwordsman's topic in KSP1 Discussion
Docking still gets me, as well as landing anywhere. My track record for landings is terrible, but I still get there with at least the Kerbals alive. Also love the feeling of a good aerobraking to avoid needing to retroburn on a maneuver node. -
I've kept backups of the ones I paid most attention to. .18, .20, .21, .22 are marked in my Backup KSP folder. Also still have my .13 Demo backup.
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What's your "YES!" moment when you research a part in career?
Madrias replied to Sesni's topic in KSP1 Discussion
Jet Engines and Wings. Hard to hit space in a rocket, but I can build an SSTO in my sleep. Up until I get jets and wings, I've taken to doing things completely radically. And I'm glad I put in one mod, the Hooligan Labs Airship parts. Makes Kerbin Exploring easy with a balloon placed easy enough to be useful. A cockpit, fuel tank array, LV-T45, one of the balloons to allow some lift, and some rudimentary control surfaces in the form of Tail Fin and Small Control Surface allows easy mining of Kerbin for science. Also used one equipped with a decoupler to reach orbit and touch space. Then returned with winglets to hold me up for landing. So I'd have to say my big three: Jet Engines, Wings, and the LV-T45 Vectoring engine. -
KSP nominated for Best Sci-Fi Game - Voting now open
Madrias replied to CaptRobau's topic in KSP1 Discussion
Voted up KSP. Only one of the group I know in the first place, and the most awesome in its own right. -
Given any considerations to some 4000 part count Kessler bombs yet? Given your abilities, Whackjob, I could see that being insane in a multiplayer environment.
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I'm the guy who turns Bicouplers backwards, hooks it to the MK1 Cockpit, and makes fighter jets with the twin fuel tanks stuck through the decoupler because I think it looks cooler. So no, I don't believe Part Clipping to be cheating. I consider cheating to be mucking with the part configuration files to give yourself jet engines with 20000 thrust. Though I do have a few purpose-built jet engines (and an RT-10 Solid Fuel Booster that I made into a Jet Engine cause I needed a jet that could be in a stage stack...), I use semi-reasonable thrust numbers. Although, in my no-holds-barred 0.21 save, I've got a jet engine with 1200 thrust... So realistically, answer me this: Is it possible to cheat in a Single Player Sandbox game? I don't honestly think it's possible to cheat. Either you've made a new part in the config, or you've clipped parts through one another, or you've cranked up the number of air intakes to eleventy-billion for your Single Stage to Sun airplane, no matter what you do, you did it in your game. And it doesn't affect anyone else's game unless they do it too.
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Actually, I agree, Science was too tedious to poke at over time. Given that there's no plane parts early on, it makes it harder for those like me who learned to make planes as soon as the Spaceplane Update kicked in, and never looked back. Even with Action Groups, it was tedious. Poke button, click click click, adjust course, poke button, click click click, readjust course, poke button, click click click, repeat endlessly. Plus, you can't Action Group a Crew Report or EVA report, last I checked.
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64-bit and multi-processor support would benefit most of us who use mods. I'm always riding the 3.5 GB limit even with texture reducers. Would be nice to be able to fill my KSP loadup with every mod that I want to run, limited only by what runs stable and what fits in the 12 GB of RAM in my rig.
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I tend to set my restriction under 400 parts. Routinely, I stay around 200 parts, but I have a lot of purpose-built craft, some of which fall under no limits territory. So I'm saying 400 parts, because my general scale is basically 200 parts, but I've built craft with 600-800 parts for specific uses (I roleplay a war against a friend where we share a save file. I've Kesslerized a few planet orbits to block uses of mobile base attacks... One most recent Kessler bomb set off somewhere near 1600 pieces into an orbit, so I have no clue what my launch stage was at the time. He wasn't happy that I denied access to his Minmus base...) Performance scale dictates that the less you need to simulate physics on, the faster it runs. So on average, build your ship with as few parts as possible to do the job.
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I care mostly about my ships. I can always make another Sandbox or Career save. After all, my .21 save had something along the lines of 12 savegames in it because I couldn't stick with one after stuff went badly wrong. Examples are: Kesslerizing my orbit with actual ships, smashing a shuttle through my station and killing all crew onboard, too many rovers in one location causing massive lag, and Kraken taking a summer visit on Kerbal and blowing up my planes mere minutes after takeoff.
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I think there's plenty of Science on Kerbin. Just the right amount, in fact. What I dislike is that by the time you're able and ready to exploit Kerbin for Science, you don't need it. If we had plane parts before we were firing rockets into space, Kerbin would have the perfect amount of science.
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What would I do? Cities and roads on Kerbin. Give us spaceplane pilots something to look at while science hunting. Also gives us somewhere to drive rovers where they don't spontaneously barrel roll and explode when driving on Kerbin.
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Kerbin is gone. But what about your kerbonauts?
Madrias replied to NASAFanboy's topic in KSP1 Discussion
I'm fairly sure my impromptu Minmus Colony of Wrecked Ships would help keep the Kerbals from going extinct. Also Mun Base 1 and Mun Base 2, and Jool Station Alpha, and LKO Station Alpha would probably be renamed to Kerbal Spirit just to be picky like that. -
How many Kerbals do you have in need of rescuing?
Madrias replied to Fenris's topic in KSP1 Discussion
While the original 3 are safely stashed in LKO on my space station, I've probably stranded close to 30 Kerbals across various planets. And I know for a fact I've got 10 stranded on Minmus. I broke a rover with 3 onboard, then I smashed two rescue planes, stranding 2 more there. Finally, I tried setting down a Space Base for them, along with 5 friends, but my rocket ran out of fuel and stranded 5 more with a somewhat smashed space base. I get the feeling they're waving off any further attempts to colonize Minmus. Don't know why I have such troubles with Minmus. Plunking Kerbals on the Mun or on various planets, no problem. Ask for Minmus and it's a one way trip. -
I believe that Kerbals are like plants and use photosynthesis to produce their own food. Would explain why you can leave a Kerbal in a tiny little capsule and leave them to orbit anything for years on end.
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The "You know you're playing a lot of KSP when..." thread
Madrias replied to Phenom Anon X's topic in KSP1 Discussion
When you build space planes that work perfectly fine from the Spaceplane Hanger... Without using the Center of Mass, Lift, and Thrust markers. -
Granted, but your brain now has the memory limit of KSP and will crash whenever you've memorized 3 books in a row. I wish that I had a space ship.
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Whackjob, you have more patience than I do. Four of my Kessler bombs can bring my system to its knees, screaming and crying the whole way, and you've got way less CPU horsepower than I do. Two GTX 580's on a dual-CPU workstation board packing a pair of 6 core Xeons keeps my head out of trouble, but I've learned how to make things that can bring it down. Currently testing how many parts I can put on something and still make it fly...
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I still get playable frame rates flying up the Kessler Bombs. That being said, what I use for a desktop is not exactly consumer grade, and I run KSP at reduced resolution and quality settings. My friend, on the other hand, was mad cause I left 400 parts in orbit with my one launched weapon.
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Depends on purpose. For my playing in sandbox (trading file with a friend), where we're at war, I've built a Kessler Bomb with 698 parts. For my use in trying to complete the Career mode, I've gotten up to at most 192 parts for a spaceplane capable of deploying 3 science probes.
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I must be overly creative. I have never had too much difficulty naming my ships. Some are named after what they are (Space Station Core, SSTO Trainer, Lifter MK1), but then there's some that I named strangely (V-Tossel [a plane that takes off vertically, but lands like a plane], The Torpedo [My super-heavy space shuttle] and Trashcan BA-1 [a rocket capable of getting to the Mun and back... Powered by nothing but various solid rocket boosters]), so I understand some interesting names.
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My Kerbin needs a good cleaning of debris
Madrias replied to CrazedGunman502's topic in KSP1 Discussion
Depends on my save file. In my KSP .21, my orbit is squeaky clean because I designed all parts to deorbit one way or another. In .20, I've got an orbital nightmare (as in "single stage to orbit? I've just got single stage to debris" class), and in my .22 Career save, I'm starting to accumulate debris. -
I use a lot of mods, but only because I feel I need more parts than Stock allows for. That being said, I have my difficult moments (I have a hard time with rockets. I built a space station out of space-planes cause my rockets kept exploding...), but I can make it to almost any planet in the Kerbal system. My difficult part is getting Kerbals home again.
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Practicing Docking in Low Kerbin Orbit. Only crashed twice. Also experimented with making sepratrons out of actual engines for Rockomax tanks. Granted, I'm doing this in .21 instead of .22, but that's because I don't want to fill my .22 Career mode orbit with debris, and because I've got more mods in my .21 install.