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Liowen

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Everything posted by Liowen

  1. I moved a current copy of my install to my backup drive so I can finish my current career mode in case "soonâ„¢ " is close at hand. Yes I did all the science I could, but I would like to do some big missions now before I start on my next phase of career mode. In .24 all old data will be cleansed, but the ships shall still be around for testing purposes.
  2. But is that a real Twinkie, or one of those fake Twinkies that are full of lies and sadness? This would be important information to have
  3. I did not think of the RTG thing so I might barrow that one, but your goo and mat bay is kind of what I am going for. While I can send them to other places they either must come back or wait on said planetoid until a crew can retrieve the science, there will be no data for sending on those two items. Also I forgot that surface samples will be worth no points for transmitting, since I feel the "scientists" back home would want to see these and run all kinds of tests (Like if you dip it in milk will it make it soggy?).
  4. Mine have changed a bit just due to what I want to do, but the short list is: 1: A dead Kerbal stays dead!- That's right permadeath will be enforced this time around. 2: Deadly Reentry is a thing- No more 3000+ m/s safe landings on Kerbin. I might tone it back a touch, but there will be a real sense of danger in the mission 3: Life Support/snacks!- Yes Kerbals will need to breath and drink filtered "water" to live, or they become floating pale blobs in spaces. 4: Science Restrictions- This one is big as Mat bays and goo cans will only give science if the sample is returned to Kerbin, no transmission worth. Other science that is a readout will be worth full science on transmission though as it is raw data. This goes into rule 5.... 5: No manned missions before probes- That is right all missions that are manned will only happen if there has been a sent to said area. Also all probes will be sent with some intent of some day setting up a colon of some sort. 6: The Great Expansion- I will using the Kerbal colonizer mod to setup outposts on other planets, or at least trying really hard to do this. This part is for the near end of the space program, though I might make missions to scout out areas to start building bases. 7: Limited Restoring- While some like to claim that "they will never restore ever" I realize things happen that are beyond my control and should happen, but there are times where the game freaks out and those times should be forgiven (like randomly exploding on timewarp or the planet decides to eat your ship using a black hole). 8: No Mech Jeb or Kerbal Enginner- Missions are tested and throughly planned ahead of time, and as such if a mistake happens a rescue mission will be dispatched....if possible. 9: No Kerbal Left Behind....sort of- While trying to rescue stranded Kerbals is a noble thing to try and do, it is foolish if it is at the risk of even more lives. Rescue ships will most likely be "robotically" controlled to ensure full life support/snacks are there upon arrival it may not be enough, as time might be what dooms those stranded Kerbals if their initial life support runs out. Even the Apollo 11 mission had a prepared speech in the event of mission failure, and I am sure the astronauts knew the likelihood of the mission failing before leaving (now I am rambling LOL). 10: I reserve the right change rules- In the end this rule is the most important as if any of the other rules make my gameplay less enjoyable it will be removed. This also brings me to rule 11 and why 11, because it is one better than 10 11: Have Fun!- This rule is the only rule that cannot be change, because once it stops being fun for me I take a break. In the end it is a game, and as such enjoyment is the only thing that matters!
  5. I was in the process of moving my asteroid, D class that I got in my career mode save, into a more equatorial orbit (This is really testing the limits of my patience to be honest) and I noticed something odd. I noticed my solar panels were not charging due to being blocked by something, so I decided to look into what it was that was in the way. Well here is what I seen..... Now I named my asteroid "Watch Tower" so this was a bit of a shocker when looking at it. RUN IT'S A POTATOROID!!!!!!!! I am sure this may have been noted before, but I found it kind of funny.
  6. I have to agree with this statement. With anything you will get bored of it with time, however if you play it in short bursts it does help. I know when I got burned out/frustrated with not being able to do something in game I just stopped playing. After about a month long break I came back and found out what my issue was and now I am enjoying it yet again. I have often wondered how people do not burn out on COD type game, to me they seem like the exact same thing in a new box (but that is just me). I know this is a bit old of thread but it is still valid for anyone having burn out on the game, take a break and come back when there is something new to play around on.
  7. I do hope it sorts its self out then, it was really annoying trying to get to Kerbin without time warp.
  8. Today I think I may have finally ended my streak of being Kraken free for so long. In fact it now seems to attack anytime I time warp my asteroid capture craft, let me explain a bit. I started off my day by timewarping to get to a point where I could raise me PE from being a Kerbin impact, when Kerbal Alarm Clock informed me that my Gily lander had a maneuver that needed to be done. I jump to the Gilly craft and boom craft disappears and the altimeter spins out of control with 9's and 0's. I go back to the space center and......black screen, except for the time warp bar at the bottom. Now this is where it gets weird (yeah I thought it was pretty weird already too). I relog into the game and go into the tracking station and look for my Gilly lander, but it is no long in the list of flights nor is there debris of it anywhere around the sun. Reload the quicksave I had just before I jumped to the Gilly lander and all is fine...so far. I make the maneuver for the Gilly lander without issue, so I go back to the asteroid ship to get ready for the maneuver that will happen in a very short amount of time. I get to the maneuver fine enough and even complete it but realize it will not serve what I need so I revert once again, and this is where things go from ok to terribad. Now whenever I time warp the craft explodes, I turn off the RCS, SAS, and even the lights but it still explodes as soon as I start to time warp. I log out and it still explodes, I cuss at it and still it explodes. The command pod seeming disappears as soon as I hit the time warp buttom causing it to all explode, including the asteroid (I thought that was suppose to happen?). So needless to say it made for some interesting video today......lucky I managed not to swear, I think, too much. Anyone ever experience anything like this?
  9. My earliest attempt at a Lunar Hotel setup. It isn't pretty but it got 34 Kerbals up there in one shot, not I just need a way to unhook the lander cans and setup an actual colony. I may try to use a RCS setup along with landing legs to make small pod homes. Maybe one day....
  10. Ah thanks for that I might be testing it this week or next to see what issues come up. Thanks for the Kethane alternative, it isn't that I am against Kethane it is just more than I will want if things go the way I want.
  11. I have a few questions regarding this mod pack. First will it work with Better Than Starting Manned setup? Reason I am asking is that once .24 hits I will be using that and I believe that your mod would be very helpful in the long run. Second is if I decide not to run kethane what problems would this cause? I am not against using it, but if I am able to not use it I would rather not (unless it is needed to make the colony run of course). It seems like this will be both challenging and fun at the same time.
  12. I am putting the finalization on the craft I will use for a special video for July 20th, I know this is a long way off but I didn't want to not have the craft be rushed. So far it has went through 4.5 different versions to get right, I say 4.5 mostly due to the 4th one just needing small changes that didn't warrant it being its own model. Next I will test it thoroughly to make sure there are no bugs and all the small hitches can be avoided or fixed before the event. I may do the video a head of time to give me lots of time in post to make it look nice as well, but have yet to decide on that part at this current time.
  13. Episode 30 has been up since Wednesday, been busy and neglected to post it here, and it is the end result of the Minmus Science Lander. In Episode 31 we are going to another planet, Duna to be precise. There is some audio hitching that was caused by my recording software, and some was not noticed in editing, but it is not too terrible and does not take away from the launch.....although it is a night launch of the Salmoning rocket.
  14. For me this is a non issues as most of my rockets could be made salvageable by deleting a decoupler, and maybe adding 2 more chutes. For my Mun and Minmus dockable stations I only bring them back to lessen the clutter that is in orbit when I am done with a mission. Another option would be to have a station that you interplanetary missions can dock with, refuel, use a science lab to clean and reset experiments, and recrew as needed. My one concern is if done this way is that after it is done and I recover the vessel that say has been to Jool and all its moons do I get the orbit and landed on science on the one craft, or just the last one I do? I may have to make a lander and go to Minmus and Mun and see what it is like in the current version.
  15. I wouldn't consider it cheating either...... although you might have masochistic issues, but not a cheater.
  16. One thing you might want to use on EVA is Cap lock to turn on fine controls for EVA's, it reduces the power of those packs (at least to me it makes the pack extremely sluggish). Really EVA should only need short puffs to move around, if you are bouncing off the craft at a high rate of speed you may need to do a tap of key and not hold it down. I have long thought there should be animal testers before sending a Kerbal into space, however I know this might upset a few people and can understand why it will never be put into game. As for some claiming that probes serve no function is basing it on how they play the game, and there is more than one way to play the game. You can make probes useful without modes by setting certain rules for yourself; cannot land on a body before you send a probe there, make the probe only able to send certain amount science back and the rest you have to collect the rest. I am not taking anything away from using mods to make it harder, however for those that are against modding this would be a viable option for a more challenge.
  17. Sadly this episode had to be cut short due to circumstances out of my control, but the landing will be in the next video as well something completely different. Stay Tuned!
  18. I have been in a plane type of mood lately, but I also wanted something I could get science around Kerbin and maybe other planets with an atmosphere. The one draw back is I wanted the craft to resemble something that is used here on Earth, and had a crazy thought of making a Predator Drone. Since there are no propellers in KSP currently I knew it would have to be jet powered in order to as fuel efficient as possible, and thus I would need to use the radial mounted intakes. I also found the inline ram air intake to be a nice touch to the design, since use of the front mount was out of the question as I wanted the science nose cone on the front as well as the basic antenna in the nosecone as well. This is only the MK I version but I am planning on making a RAPIER version that can get into space, and be pushed to another planet (I am not good with space planes to be honest). Also I may make a version of this with a cockpit as well, I just wish the non-pointed one would have an interior. It is also made from all stock parts and has all the science equipment hooked up.
  19. Holy crap..... I am at a lost for a more poetic phrase, but jeebus that is only 10th of the lander what are you landing.....Eve? And no I don't mean landing on Eve but rather landing Eve on Kerbin LOL (I know you cannot do this but it would be funny).
  20. Hmm normally when I fire up the game I go get some water or other beverage, so I do not know how long my startup time is honestly.
  21. I have found these to be all I need....until .24 hits and I start my new series. Mechjeb was just removed and I think protractor might be going soon as well, and no I will not put engineer in this folder.
  22. Since Bob Kerman nearly destroyed the Mun Science lander the KSA has decided to have it return to Kerbin, and debate its future. And of course a design flaw is noticed far too late, but will it be catastrophic?
  23. Redocking the Minmus lander back to the science explorer, and deciding on what to do about the Mun lander currently sitting on Mun. Also this would have been uploaded much earlier but my internet was being bad, and I do not have the luxury of choices in providers (in fact I have only my current one or satellite internet )
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