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Everything posted by Daveroski
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To be fair mi'Lord You like 'em all. Even you can't decide which you like bestest in the whole world and stick with it. :))
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Stick with me kid, We'll have you sneering at them nasty Shmindows sheep in no time.
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You mean like in Mint? https://www.linuxmint.com/
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I got linux just so I could play KSP in 64 bit.
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I'm using Linux Mint. I actually have a dual installation. Linux and Shmindows. If you are thinking of a dual install I recommend having each operating system on a separate drive and select the operating system at boot. Shmindows doesn't really like to share and can get cranky.
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1.4.2 Landing Legs = Craft Wiggle
Daveroski replied to klesh's topic in KSP1 Technical Support (PC, unmodded installs)
I haven't tried the latest version yet as I already have a modded game in progress. But I will bet a pound to a pinch of monkey snot that it's the same problem I reported aaaaages ago. To see it clearly get a pod. pot an orange tank under the pod put 4 more orange tanks in symmetry around the orange tank. Put legs on the 4 orange tanks. launch it. Start and stop time warp. I mentioned that I think it's down to symmetry and Autostrut. If doing the above no longer causes a reaction then I for one will be very pleased. -
When I'm playing I call it 'Pulling a Hermie' But when I am trying to explain anything in the forums, I find it better to try to avoid technical terms.
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I do it by eye in the map view. Confidence varies with experience with the vessel making the trip.
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I park my Interplanetary Ships at 250KM until they are ready to leave then I lower the Pe to 70K and wave at the folks back home as I leave.
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I used to do much the same. 400K was my cellar for a while. I had some prettification mods installed and just switched to LKO. The views were, I think, the tipping point. Watching the sun rise through the curvature of the atmosphere was quite pleasing. The scenery made it less of a job and more of a holiday. The only reason I never went down to 75K was that I have kerbals working at the station, upgrading vessels and building in orbit. The act of climbing up and down ladders can sometimes cause changes to the velocity of the station thereby changing the your Pe. Even at 80K I still have to check Ap and Pe after every EVA just to make sure that I haven't done something too horrific to contemplate.
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I doubt many will get the reference. EDIT: On second thoughts, I understand it has been on TV so maybe more will.
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It is fun that people arrive at different conclusions given similar circumstances. I always found that when I was using Life Support it was preferable to get to the station in as short a time as is reasonably safe to do so. Taking crew up for transfers meant that I could use a Space Plane from the runway with no extra life support and dock with my station, drop off the crew and then land back at the runway. My Kerbin/Mun shuttle also had minimum life support as it was only going from station to station. My Mun / Mimnus shuttle had to have 25 days of life support (Including safety Margin) for 10 people. I found that while Kerbin>Mimnus was fine, it was more efficient to go Kerbin<>Mimnus via the Mun. My LKO Station and my Mun station both see quite a lot of traffic. So.. different strokes eh?
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I have had my pills so I don't need to argue. If you say that launching from Kerbin and getting into a 150K orbit and then going on to the Mun is cheaper than Launching from Kerbin and getting into an 80K orbit and then going to the Mun... well, look at me.. I'm smiling and nodding.
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Direct from launch pad / runway to the station. Once you have figured out the timing from the map view it is loads of fun and cheaper. No transfer required.
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80K It makes launching to rendezvous really cheap. Makes it easy to de-orbit junkers. It also means you are going faster which makes leaving orbit to go to the Mun a little less expensive too.
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M O O N spells Mun!
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Been on Linux since I started playing KSP years ago. Open GL has never felt like a band-aid to me.
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Cat or dog, the main difference will be apparent when you drop dead in your kitchen. Your faithful dog will lie with you and using his nose try to make you 'wake up'. If no one calls and he cant get out, he will have no choice but to start eating your hands and lips. The longer he is trapped, the more of you he will eat. If he is 'rescued before he also dies, he will be emotionally scarred by his experience. Your cat will sit on a cupboard and wait a for while. When he gets hungry he will rub his side against you to transfer his scent onto you. When you do not respond or feed the cat, he will then start to eat your face ears and work at any exposed flesh. After being 'rescued' he will show no emotional signs of the experience. ohhh nice kitty...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Daveroski replied to RoverDude's topic in KSP1 Mod Releases
Before you launch a module from this mod, check it in the VAB and set it to the to whatever you want it to be when it arrives. If you don't do this, you will need an engineer and materials to change it one it is in location. When it comes to habitats, have one or more hitch-hikers and turn the 'habitat' on. This will multiply the habitable time of the base. Check stuff out as much as you can on field by the runway before launching it into space. An academy would give much better results on the surface of Mimnus than in orbit of Kerbin, Mun or Mimnus. Landed Modules within a Kerbals Leap (on Mimnus) of each other share habitation. They can also share resources provided both modules have storage containers (which must be able to be switchable to 'local/planetary') -
1.4.2 Landing Legs = Craft Wiggle
Daveroski replied to klesh's topic in KSP1 Technical Support (PC, unmodded installs)
Autostrut -
Building the Future, logical next DLC?
Daveroski replied to NSEP's topic in KSP1 Suggestions & Development Discussion
If squad came out with DLC for a transfer window planner, alarm clock, engineer, Robotics parts, clouds, colonisation, life support, planet packs... to name but a few, I'd buy all of them. Because then they would be 'stock'. I wouldn't feel like I was being rude if I told them that this DLC I paid for wasn't working right and could they please fix it? Well, maybe not Transfer window planner as that really should be part of the stock game. I should be able to plan a trip to Dres without having to use mods or external websites. -
Permanently Parking a Lander in Orbit
Daveroski replied to CrashyMcCrashFace's topic in KSP1 Gameplay Questions and Tutorials
My landers are "the ungodly heavy Lander Can Mk. II" One of those with a senior port on the bottom and a regular port on the top and 4 RCS thrusters. Everything else is a module. -
Permanently Parking a Lander in Orbit
Daveroski replied to CrashyMcCrashFace's topic in KSP1 Gameplay Questions and Tutorials
In my career games, I always build stations around each body I visit. Each station has a coms array, science bay, ISRU and a lander. I still gather the science even when the tree is maxed out. Deep into a game, it's good sometimes to visit a world you have been neglecting and go down to do some science. My landers are specialized for the world they are parked around but they are also the command module for the Ore Harvesting Module. This is a module which the lander docks with using a Senior port on it's base. It then has extra fuel capacity, ore capacity and more powerful thrust as required. On some of my stations I have started adding Crew Modules for the lander so that crew excursions can be performed. The science module is also a separate module as it is generally surplus to requirements when going to mine ore. The basic lander is great for flag planting missions and rescues in the orbit of their world.