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CarlosMaximus

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Everything posted by CarlosMaximus

  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.....
  15. Not sure how you'd go about testing your computer, but maybe this thread will help you optimize KSP for your machine? http://forum.kerbalspaceprogram.com/threads/55007-How-to-Optimize-KSP-Like-Crazy Hope this helps, and welcome to the forums!
  16. No probs. I only found out how to set up action groups after a month of playing. Now I can't manage without them!
  17. Hi BB, and welcome to the forums! To answer your question: I'm assuming you know where the action groups tab is (correct me if I'm wrong). The list includes Custom Group 1-10, simply click on one of these groups, then click on the part you want to assign to that group. The 3rd window will now show a list of actions that part (or parts if you attached multiples at the same time, eg. 4 x solar panels with 4x symmetry) can perform. Click on the action you want, that action is now set to that action group. These custom groups are mapped to your numeral keys 1-0 on the keyboard, so for example, if you've mapped "toggle solar panels" to custom group 1, pressing 1 in-flight will extend the panels, and pressing 1 again will retract them. I'm not sure if it's just the numbers on the top of the keyboard, or if you can use the numberpad as well, I'm going to try that actually... Hope this helps!
  18. 0.23, just after the update. Was an early(ish) Christmas prezzie to myself. Best. Purchase. Ever.
  19. Hi, great mod, been following it for a while, but not tried it (yet!), will probably create a new career to do so. One question: are the ribbons connected to the Kerbal or the ship? For example, I regularly use a command/lander combo, with the crew of the lander transferring to the command module for recovery on Kerbin, whilst the lander stays in orbit around the moon/planet, waiting for future missions to arrive. Would any ribbons earned by the lander crew be transferred with them when they switch to the command module for recovery, or would the ribbons be "left behind" with the orbiting lander?
  20. You're telling me. I've suffered cramps and "near misses" from forgetting to schedule toilet breaks whilst playing....
  21. 1. Every planet, moon, and Kerbol (the sun) has high and low orbits, from which science can be gathered. The surfaces of Kerbin, Mun and Minmus also have "biomes", or areas (such as mountains, grasslands, oceans in the case of Kerbin, all the big craters on the Mun, and the different "flats" on Minmus) from which more science can be gathered, whilst the other planets (apart from Kerbol and Jool) also have the surface available (landings). I'm pretty sure Eve and Laythe have separate biomes for the oceans and land too... 2. You can either put the Kerbals in the Science Lab before launch through the Crew tab (next to Parts and Action Groups), or you can EVA them in space, by grabbing the ladder on either side, and getting them in through the hatch. To get them out again, either left or right click on the hatch (I forget which), a crew list should pop up, and then just click on the EVA button next to the crew member you'd like to leave. I've discovered that the lab can hold multiple samples/science experiments/reports from the same biomes, as opposed to the command modules, which can only hold one of each, so if you return the science lab, it'll net you a whole lot of science (4 Science Jr. reports from a single biome, as opposed to just 1). Also, the Lab can reset one-shot experiments, such as the Science Jr. and the Goo, so they can be reused. To reset them, simply EVA a Kerbal from elsewhere, collect the experiments by right-clicking on the modules (Science Jr. and Goo) and selecting remove results or similar (I've forgotten the exact wording), drop off all the experiments in the Science Lab, and them right click on the Science Lab, and at the bottom of the drop down menu should be a button marked "Clean experiments", along with a number for the available experiments to be cleaned. Note that the experiments need to be attached to the lab for this to work (Either directly, or by having a lander with the experiments attached to a command module with the Science Lab, for example.) I've found this incredibly useful, since instead of repeated trips to the Mun/Minmus, I simply send up a command module with a 1-Kerbal pod attached to a Science Lab, with extra fuel and monopropellant, launch with Bill in the pod and Bob in the lab, get into orbit, EVA Bill to the lab, and then send up Jeb in the lander with all the experiments to perform about 5-6 landings, docking between each one to drop off the experiments, refuel and clean the experiments ready for the next landing! Once I've got tird of landing on the same body/ran out of spare fuel, I EVA Jeb to the command module, get him in the pod, and return with Bill and Bob staying in the lab, and re-enter with the lab and the pod on Kerbin, netting a healthy chunk of Science. (Note this takes a Mk-25XL and 8 radial chutes arranged on the pod/lab combo) Sorry for the waal of text, hope it makes sense (it did to me when I read it through, but I've been told I'm a bit weird, so what do I know?)
  22. Looks like the North Koreans beat us all to it... http://www.tweaktown.com/news/35032/north-korea-confirms-it-has-landed-a-man-on-the-sun/index.html :cool:
  23. When you've docked the two ships/stations/whatever and they've 'merged' into a single craft, right-click on the tank you want to transfer fuel from, then hold left alt key and right-click on the tank you want to transfer fuel to. This should have two buttons underneath the fuel and liquid oxygen readouts, marked 'in' and 'out'. Simply click on the 'in' buttons for the fuel AND the liquid oxygen (very important, you only forget once...) and the transfer should begin! Hope this helps.
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