scootersoup
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Everything posted by scootersoup
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We heard you like space simulators...
scootersoup replied to S4qFBxkFFg's topic in KSP1 Suggestions & Development Discussion
This would be all well and good if quick loading and switching craft didn't bork the revert option (I understand that keeping separate copies of your save file for each craft launch may not be logistically sound, I'm just pointing it out). Oh no, I messed up the last five minutes of my half hour Moho capture burn. Time to relaunch my Rover prototype Hey look, I'm in the middle of my probe prototype's Hohmann transfer to Jool, and my Dres transfer window is in 2 hours. Some way to test things would be handy... -
I had made a large 5 engine ion probe to put in low Kerbol orbit in 0.20 and if I remember correctly once I got close enough the gravity of the star began pulling my probe off-heading and the reaction wheel in the core was not enough to counter this force. So yeah, reaction wheels for each fuselage size would be nice
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It works just fine with 0.22
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SPACE STATIONS! Post your pictures here
scootersoup replied to tsunam1's topic in KSP1 The Spacecraft Exchange
translation: seeing how spectacularly they disintegrate? -
Don't like Career Mode
scootersoup replied to Boiler1's topic in KSP1 Suggestions & Development Discussion
back up your install... -
Orbit direction indicator
scootersoup replied to aleis's topic in KSP1 Suggestions & Development Discussion
Especially your target's... -
Space Center Development
scootersoup replied to omega-envych's topic in KSP1 Suggestions & Development Discussion
I think purchasing fuel would probably be implied in the cost of the rocket, or more specifically, the cost of the tank. -
Presets on-the-fly
scootersoup replied to scootersoup's topic in KSP1 Suggestions & Development Discussion
Yes, and sorry for the confusion and repost. I did a search and didn't find anything, and I don't remember seeing it in the what not to suggest list. Unless it was quite a long time ago. I agree. I haven't come across a case where I personally needed to select individuals of a group of symmetrical parts, but I think this could be an issue as well. -
Who here has thought they just put the finishing touches on their shiny new rocket, only to find out they goofed the presets mid-launch? I know I have Or maybe you dumped all your science experiments into one preset and most of the science has been depleted except the Materials Bay which still has 140 points left to go? Well, the reason I thought of this was because I know both of these things quite well. All I'm asking for is to add that little blue tab from the VAB/SPH into the top of the non-map view (not exactly sure what this is called) when you're out putting around the solar system. Just an idea, and I hope you like it. I know I would EDIT: err, could a mod change the word "Prefixes" in my title to "Presets" please? My brain does strange things sometimes...
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Tourism....
scootersoup replied to Rocket Farmer's topic in KSP1 Suggestions & Development Discussion
I think space tourism would be an exciting element, if implemented right. Remember, space agencies have more than just one pilot. There would need to be a balance between realism and playability. Ferrying a constant stream of people to and from space could become tedious. Perhaps you could pilot the initial flight and if you were satisfied with the flight plan and result, you could schedule automated flights that would either be simulated by something like Mechjeb or just be represented by numbers (profit/expenditure). So, each time you want to expand your tourist trap, you must pilot the tour, but from then on it becomes automated (ie, your pilots take over and follow your course). -
Standardize values.
scootersoup replied to Paul Kingtiger's topic in KSP1 Suggestions & Development Discussion
I was wondering about this as well, but I can understand the want to use the most convenient unit. I thought weight was measured in tons though. Also, if speaking for an educational standpoint, why would you feel the need to make everything as simple as possible? Isn't that the problem with education already? At least in the US... -
As people have already said, Simple Rockets is an option. Heck, they even link to KSP in-app. I don't think you could get a better balance of realism/resource management/platform availability without making too many people unhappy. Simple Rockets is also available via the Play Store and Amazon App store as well.
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Enable/Disable Mods
scootersoup replied to scootersoup's topic in KSP1 Suggestions & Development Discussion
I remember steam workshop being on the not to suggest list... Thank you. That is pretty much exactly how I would like to see it done. -
Actually, it was a matter of which mod, and that mod just happened to be achievements. Which meant a relatively short amount of time testing. Everything works fine now If anyone's curious, those mods include: Caterpillar Tracks Chatterer Deadly Reentry Docking Port Alignment DROMOMAN Modular Arm Parts Extraplanetary Launchpads FAR KAS Kerbal Alarm Clock Kerbal Joint Reinforcement Kethane Magic Smoke Industries Parts & Infernal Robotics Procedural Wings Procedural Fairings Scansat It all runs (albeit rather slowly) on my piddly little MSI laptop
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Today, I decided to try some mods. So naturally, I dropped a metric ton of mods into the GameData folder, and launched KSP. First load took 13 minutes... Anyway, tried to launch a new game, and when the popup menu disappears, nothing happens. The main menu stays greyed out, and can't do anything. I tried this a few times (the load times improved from the first). No dice. Now off to add each mod individually to find the culprit...
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So, I was using physics warp on my probe around Gilly in the background when I heard some wonderful kablooey noises. Turns out you shouldn't trust map view when trying to gauge whether your ship will impact the surface... Luckily my last quicksave was from just before I retired from KSP last night, but I think the momentary crushing despair combined with sleep deprivation and the missing characters glitch in career mode have put me off for the night.
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I guess this is more of a, "What I did in KSP last night before I absolutely had to go to sleep." Got my solar ion probe into low Kerbol orbit and sucked up some science there, and then sent another probe on its way to Gilly. Boy, what a pain. I made the mistake of trying to go from an Eve intercept straight to a Gilly encounter. It's sitting in an 8km orbit waiting for landing procedure to download. I was surprised that even that does not count as a low orbit, but it makes some sense considering the size of the body. What is that part on the top of your rocket?
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KC 12 Pelican, 8 Kerbal SSTO
scootersoup replied to barrenwaste's topic in KSP1 The Spacecraft Exchange
This is a neat way of resolving things. I was trying to build a station crew recovery spaceplane, but couldn't figure out how to efficiently increase the capacity, since the hitchhiker container is larger than the Mk1 and 2 cockpits. -
Quickload Functionality
scootersoup replied to Tobyz28's topic in KSP1 Suggestions & Development Discussion
It would at least be nice to have the game say something like, "Do you want to load a quicksave from xx:xx, xx/xx/xxxx?" I always check the top right as I quicksave since your craft can be under acceleration even if the throttle is cut, but it would be helpful to have that extra bit of information. -
My ideas for Kerbal!
scootersoup replied to uxuser's topic in KSP1 Suggestions & Development Discussion
I don't see how having purchased the game off of Steam makes it any more difficult for us than those who didn't. -
How much do you care about Kerbals dying?
scootersoup replied to zapman987's topic in KSP1 Discussion
I do try very hard to keep all my Kerbals alive, even in sandbox mode. It just doesn't feel right not to. I even slapped together a recovery vessel for one that was in a space station I didn't like before I deorbited it. I have yet to go interplanetary with a Kerbal because I need to design and fieldtest a proper ship that is capable of return to Kerbin. -
Hehe, oops. Thanks for the correction
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I have been playing KSP for several months now (it certainly seems longer than that...), but I am new to the forums as well. I have seen much discussion on the progression of the tech tree, and many people (myself included) think that, while in our universe we did start by sending unmanned probes, in the Kerbal universe it makes more sense for them to send organic matter first it also has to do with the electrical requirements of probes and the placement of the necessary equipment to maintain that within the tree as well. As for the discarded stages, once a piece of debris gets farther than 2.25 km from your active ship, physics ceases to act on it (unless it is below a certain altitude, and this number escapes me). The game is not perfect by any means. For example, if you are able to accelerate to 100k time warp while on a lithobraking trajectory with a celestial body, you will warp straight through it and back up to apoapsis