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CarlosMaximus

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    Rocketeer
  1. Also, if you're using FAR, don't wait till 10,000 m and then throw the rocket over, start your turn at about 1,000 m, and try to stay within the prograde marker, keep the turn gentle, aim to be flying horizontally by about 32,500-35,000 m.
  2. Saw a mate's picture on Facebook of a station he'd just put into orbit, exclaimed "WHAT. IS. THAT!?!?!", the rest is history.
  3. Well, I know nothing about modding, and very little about editing files, but Fine Print http://forum.kerbalspaceprogram.com/threads/88445-0-25-Fine-Print-v0-59-Resource-Harvest-Contracts-Configuration-%28October-7%29 includes satellite missions, and you can decline contracts in the contracts screen with no rep hit, so you could install Fine Print, and just keep declining contracts until a contract for a satellite appears?
  4. As far as a UI mod goes, I use VOID http://forum.kerbalspaceprogram.com/threads/54533-0-25-VOID-0-14-3-Vessel-Orbital-Informational-Display?highlight=VOID It has a minimalistic basic display, plus you can add more detailed windows a la MechJeb/Engineer Redux as you see fit.
  5. One of the first comments I saw under this video was "At least no Kerbals were Harmed" Beautiful.
  6. Edit your save? If you follow the path: Kerbal Space Program/saves/YourSavedGameHere and then edit the persistence file in Notepad or similar, you can change all sorts of things, like Funds, Science Points etc. Hope this helps.
  7. Jeb's dead, baby. Tried a "suicide burn" coming in to land on the Mun, turned out to be an accurate description. The pod flew away from the impact site, so I thought, "Hey, maybe Jeb can EVA and land safely" Errr.... no.... Don't know what speed he hit the surface, but a puff of dust, and Jeb's gone. There is a memorial flag planted next to the big flag in front of the launch pad. I have a feeling it may not be the last...
  8. I'm not sure about getting rid of biomes completely, at the moment, they give a reason for multiple landings on Kerbin's moons, and the "visit a specific place" idea has merit, but would require precision landings, something a new player would probably find difficult. How about just reducing the science multiplier for Mun and Minmus, that way people would have to visit other planets to complete the tech tree, and new players would be rewarded for multiple landings on other bodies, whilst still getting plenty of practice in. Personally, I visit Mun/Minmus 5 or 6 times each, and then focus on a Duna mission. Just because the tech tree Can be finished in Kerbin's SOI, doesn't mean it HAS to be finished in Kerbin's SOI. Just my tuppence worth.
  9. "This will be a routine launch" "We don't need those struts there" "That staging looks good to me"
  10. Minmus for me. Got a mission to Duna, but the Kraken ate the return module. They're still down there, luckily the remaining modules make a serviceable ground base, and a basic orbital. EDIT: How does one edit pools? Should've been Eve, not Ever of of course. I also don't know why I put from in that place
  11. Oh... My... Good... [insert Deity of Choice Here]. The lengths people will go to for the greater good is part of why I love this community.
  12. Because SPAAACE!! and FOR SCIENCE!! Nah, seriously, I'm not the world's biggest fan of violent games (if you are, each to their own, who am I to judge? ), which pretty much leaves me with racing games (good for about 30 - 45 minutes) and sports games (all of which apart from management sims I am universally pony at playing). Then along came KSP. Jaw hit floor, rainbows were puked. I now launch at least one design a day, and have so many ongoing missions I'm tempted to rename my career file The United Federation Of Kerbal Planets... or something.
  13. Hello there, Random Tank. I was just looking at a screenie you used in a reply on the [DUNA MISSION FAILURE] Ship issues... again. thread, and I noticed your lovely small green data readouts on either side of the altitude readout. Please, which mod/setting gives these? I would be most grateful, as this would free up a lot of screen space for me. :)

  14. Once all the mechanics and procedures have been learned/discovered, the game becomes pretty straightforward. Easy? Never. It's like flying IRL. Once you become complacent, the game will throw something at you, or you'll screw something up. I've lost count of the number of times I've set up another routine supply run to the Mun, and ended by sobbing over my keyboard as the debris of the supply ship rains down around the Mun base. So: Straightforward? Yes. Easy? Noooo.....
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