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Pecan

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Everything posted by Pecan

  1. That (first) picture is excellent - the shadow up the VAB really makes it.
  2. Yes, and this is really the point, isn't it :- Link 'education', 'NASA' and 'KSP' and think how acceptable it makes KSP to all those people who would usually write-off even the most studied simulator as 'just a computer game, must be like space invaders'. This is the sort of press to kill for, out of the 'gaming' niche and into mainstream and education.
  3. My only recommendation would be not to start until 0.24 is released, since career mode is getting a complete overhaul. A complete overhaul implies we have no idea which or how mods will be affected.
  4. But you need a polar orbit, don't you? In the OP you said "a station at a 90 deg inc. around Kerbin", which would be polar, and the only thing that makes the return different to normal.
  5. Sorry composers but almost the first thing I do with any new game is mute the music. I don't want it, I don't need it and the amount I play all that repetiton gets very grating. The only exception to this in my collection of ~400 games is the excellent album by Daniel Indart (y los Corales) written for Tropico.
  6. That's incredible - how long did all that driving take? Did you just wedge the keyboard or something?
  7. I understood "movie", but not which one, and "Kethane", which makes things non-stock. Given that you're not doing this stock and trying to do Hollywood you might as well just make a 3d model of what you need.
  8. Oops, seems I didn't read the thread properly, sorry. I didn't realise you were using a universe-replacer mod.
  9. It's most fuel-efficient to do the burn as far away as possible. Ideally combine your retrograde Minmus escape burn with an (anti)normal burn component so you get a polar Kerbin periapsis straight away. Failing that change planes as soon as you enter Kerbin SOI. ETA: Doh! I'm not thinking about the angle to the station's orbit you'll be coming in at. For that you have three options, i) wait until Minmus is in just the right relative part of its orbit so you come in correctly, ii) get an equatorial orbit and do a huge plane-change, iii) land and re-launch into the correct orbit.
  10. If you need to ask then prison architect is probably more your level.
  11. Yes, I agree that; within physical structural limits tanks can and should be any shape and size you like. Why do you need 15km/s deltaV to get to Mun though?
  12. I unreservedly withdraw 'rant'. You didn't rant and I should not have implied you did. Which just leaves us with nonsensical and pointless. Sorry, I thought you thought you were being serious.
  13. I think I accidentally got 20 or 30 for something once. No idea how I did it - or why, now I think about it.
  14. I want a completely different game to KSP that will make my life rich, fulfilled and successful. Why oh why oh why won't Squad fix the universe! Whut? I can have a nonsensical and pointless rant as well, can't I?
  15. Check your sources. Amazing as it may seem, this English person read the French newspaper, talking about a Finnish educationalist who was recommending a Mexican game. What's the question?
  16. Why decouplers, they alreay have docking ports, don't they? If never required to re-dock then just the ports on the robots will be sufficient, otherwise ports on the core would add flexibility (not that it's part of the task). On landing, note that KSP's physics can be a bit harsh on splashdowns. Like the Soviet Union in real life, most people in KSP prefer dustdowns.
  17. "Stock Space Station Core" is not unspecified, it is specifically the "Space Station Core" VAB vehicle supplied and marked "[stock]" when you click load.
  18. "No good, old boy, go 'round again". In R&D flights are probably reverted whether they succeed or fail - the point was to test what happens. The ships that make it to missions will have a contingency plan for bad piloting so I'll play it that way. No system is proof against a determined fool though so when I make a completely stupid and costly mistake I might quickload. But I hardly ever bother to quicksave, so probably can't.
  19. Chapters 7 (stations, tug, crew & fuel transport) and 8 (landers, interplanetary tug) of the tutorial in my signature. The 'point' of stations in my games is to operate as refuelling and crew-transfer points. Accommodation is therefore a must, along with docking-ports for fuel modules and visiting ships. Beyond that I go a bit mad making them look a bit less dull ^^.
  20. Aha, thanks for pointing that out. I must have misread one of the earlier communications. So, bloggers, etc. as well, or anyone who has a regular internet audience. Righty ho.
  21. A club for people who make videos, because Squad like videos.
  22. i) Moar struts! ii) Utilities: 'smooth throttle' iii) If all else fails: disengage autopilot, shout and it, hit it with a branch, turn it back on.* *Oddly enough this does work, 90% of the time. During the time its off you lose sufficient speed that when it comes back on at 100% it's not exceeding terminal velocity any more.
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