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Everything posted by monstah
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Self-imposed KSP rules. Things we do that make things more difficult.
monstah replied to Tourist's topic in KSP1 Discussion
Hm, interesting. My approach was twice the room needed total, you seem to dedicate this space to living alone; so that's twice the needed room plus command pods and landers? I think I'll try that if/when I play without LS again. I liked RT, but now I think it's too much grinding for little gameplay value added (YMMV, obviously). KCT and USI-LS, on the other hand, are such an awesome combo! -
Self-imposed KSP rules. Things we do that make things more difficult.
monstah replied to Tourist's topic in KSP1 Discussion
On living quarters, I assume (before I installed USI-LS, that is) that I need 2 times the crew space for a long duration mission, plus company. That means at least 3 aboard, with room for 6. -
I have no problems hearing that in 2016
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Best Career Overhaul (SETI UBM vs BTSM)
monstah replied to i_like_kerbals's topic in KSP1 Mods Discussions
Yup, this one -
"Midichlorians".
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
monstah replied to Starwaster's topic in KSP1 Mod Releases
Heh, I came here with the same doubt, and find an answer from a few hours ago. Thanks, forum.- 5,917 replies
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- reentry
- omgitsonfire
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It seems like it will be, thanks! I'll be specializing in what I did best but only tangentially in my current company. Plus there's room for growth there, which I did not previously.
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You misunderstood me. I didn't say it could not be a Saturday morning cartoon, I said it could be a movie
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Cópia descarada do tópico "ban the user above you"
monstah replied to EuSouONumero345's topic in Portuguese (Português)
Banido por não escrever o próprio ban (PORFAVORNÃOMENINJEMDENOVO, ninjas) -
Cópia descarada do tópico "ban the user above you"
monstah replied to EuSouONumero345's topic in Portuguese (Português)
Banido por puxar saco -
Really? I can easily imagine someone writing a silly Lego Movie-like plot which is adorable, incredibly nerdy and fun at the same time, with references from other movies, and Kerbals asploding far out in Jool.
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(STAR WARS SPOILERS) Was anyone else a bit disappointed with Star Wars?
monstah replied to SlabGizor117's topic in The Lounge
"Moz's island"? -
I've never been in any similar situation, so I'm just another random stranger on the internets giving you advice. I agree with everything above except the last sentence. I'd proceed with caution, do the same that many here suggested already, but I'd also keep my expectations as the post above suggests: he actually being your brother, and both of you ending up in a good relationship, are fairly independent events.
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I got my boss on a vacation on my last week working for this company. JACKPOT!
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Why does this design tip over at 10km?
monstah replied to sormi's topic in KSP1 Gameplay Questions and Tutorials
Yeah. That is written so as to make you avoid a mistake, only to lead you into making a different one. Nice! What it means is that you can't recouple with the nosecone, but you can still dock. If you check the action group menu for a docking port in the editor, you'll see it has both "decouple" and "undock". That's the difference: Decouple ejects what was structurally attached there in the editor; Undock only ejects another docking port that's docked to it. An Apollo-like ship, for example, would have the LES attached to the docking port on the CSM, and the docking module on the LM attached to the engine on the CSM. Works like a charm. -
20 minutes left to go home. Tomorrow I have a day off. Then my 30-days-notice is done and I'm out of here. Next monday, 2016 AD, I'll be working at another place. ... Counting minutes.
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FYI, it was Val who almost made it. Jeb just exploded like it was 1999
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Subtle change to the Quicksave mechanic
monstah replied to pandaman's topic in KSP1 Suggestions & Development Discussion
No "terrible" in the title? Topic must be fake. Heh, no, seriously. Kudos for approaching this subject with an actual (sane) proposal instead of just a complaint. I like the core idea; I just don't think multiple dated saves are needed. But still having crash protection even on a hardcore game is awesome! If I'm not mistaken, f5 overwrites your autosave, too. If that's the case, you don't even need to change the load process for hardcore games: if the game crashes, you reboot it and it will load the autosave. The problem with f9 is another one and should be addressed separately, although every thread on the subject becomes aggressive. I think I have a possible solution to that one, and I'll probably make a topic for it in the same spirit as this one. I'll just wait till I get home and check out the save folder structure. Nah, never mind that. You're proposing changes to the Quicksave mechanic, and Quickload is the other side of it, I'll just say it here. I believe all the grief would be gone if, by pressing f9, the game overwrote autosave.sfs before loading quicksave.sfs, and not the other way around. That way, if you find out you loaded a two-month-old save, you simply hit alt-f9 and load autosave.sfs (which will work as a quicksave of sorts in this situation, taking you back to the moment just before you hit f9). You still live with whatever failure led you to hit f9 in the first place, but at least you don't lose who knows how much time on your save. Plus, it all relies on already-in-place stock mechanics; the only change is the order that autosave is written and quicksave read. -
Last night, my wife flew her first rocket! She's hated this game ever since I bought it, but recently she bought herself the new Sims, so she's in a gaming mood lately. Plus I gave myself a HOTAS joystick for birthday, and she was curious about it. I was absolutely surprised when she asked me to fly a rocket. I created a Sandbox, showed her what each building was, loaded Kerbal X in the VAB and explained staging, explained SAS and where it was on the joystick, and off she went! She flipped a few times, but in her third or fourth flight she had 90k Ap and a fair ammound of lateral speed. Unfortunately, he couldn't aim it properly when nearing Ap, didn't burn properly, and plunged back down, burning nose-first in the atmosphere (eh, I just installed Deadly ReEntry after a long time not playing with it, she'd probably survive fine without it). Then she was bored and asked to "play pew-pew-pew with the joystick", so I loaded up Strike Vector, which a friend had shared over Steam and I only played once. She had fun, but didn't do much better All in all, I was happy and proud. She accepted the game, and was fairly good at it on her first try.
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Why does this design tip over at 10km?
monstah replied to sormi's topic in KSP1 Gameplay Questions and Tutorials
Docking ports act as a weaker decoupler, don't you know? They dont stage, but you can attach parts such as a nose cone inline with them, and in flight right click the docking port and choose "Decouple". -
I think you're not constantly looking at the same kerbals for long enough for that to matter. A single timewarp while paying attention somewhere else and my astronauts are rested. If you want proper comfortable resting, then USI-LS is adding mechanics regarding both the comfort the living quarters provide and the time away from home when figuring out kerbal status.
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Banned for not scrambling the cube first.
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I think he meant wasting mono (wherever on the ship) on RCS blocks which are activated inside a fairing. I agree with you, however; mis-staging and exploding your ship is part of the game. The RCS case might be a bit more fiddly, but it's not catastrophic to the newbie anyway. And you can just enable those thruster blocks on your lander by right clicking, no need for action groups. Also, this.
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Hey, negatives! Long time no see. -78!
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Best Career Overhaul (SETI UBM vs BTSM)
monstah replied to i_like_kerbals's topic in KSP1 Mods Discussions
This; although there was somewhere a pretty convincing argument about why having them not die might be more interesting for gameplay. Had to do with Going back to rescue high-level Kerbals vs. Having them respawn at zero level (or disappear depending on the settings). Another thing, I've played little with different techtrees; can't remember their names, but they weren't much satisfactory. My newest save, however, I am playing with Engineering Tech Tree, and it seems to suit my taste. I think all techtree mods have screenshots of the whole unlocked tree on the thread, so you can quickly check out a few of them without even installing.