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https://www.youtube.com/watch?v=-qM7XFx12I4
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# ? Jul 27, 2020 19:18 |
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# ? Apr 17, 2024 21:49 |
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But how many rapid unplanned disassemblies were there?
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# ? Jul 27, 2020 21:57 |
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Man, I was hoping for "X crew launched" to be followed up with "Y crew recovered".
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# ? Jul 27, 2020 22:00 |
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Count Roland posted:But how many rapid unplanned disassemblies were there? They just loving told you that there were 150 million vessels launched.
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# ? Jul 27, 2020 22:00 |
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What have they broken now?
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# ? Jul 29, 2020 10:56 |
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Azza Bamboo posted:
Yes.
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# ? Jul 29, 2020 12:09 |
Wingnut Ninja posted:Man, I was hoping for "X crew launched" to be followed up with "Y crew recovered". I was disappointed when that wasn't a stat!
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# ? Jul 29, 2020 20:15 |
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Lotta new footage: https://www.youtube.com/watch?v=xiIea1xWEgY
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# ? Jul 31, 2020 18:18 |
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El Jeffe posted:Lotta new footage: The most important part of that video is the tongue waggling when they scream.
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# ? Jul 31, 2020 23:08 |
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Warmachine posted:The most important part of that video is the tongue waggling when they scream. I feel like the mustaches are also very important.
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# ? Jul 31, 2020 23:30 |
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https://twitter.com/kerbalspacep/status/1290400756978397187?s=21 They met their $1.5 million goal thanks to a couple corporate donations but you can still donate to make sure Space Camp and the US Space and Rocket Center survive.
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# ? Aug 4, 2020 22:24 |
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First time heading to another planet (Eve, just for a flyby) with USI life support installed. It really adds an extra bit of anxiety and caution to the build and planning stage, as well as considerable bulk to the spacecraft, and it makes them look quite a bit cooler: Still getting the hang of gravity assists and how to use them properly, but this ship doesn't quite have the delta-v to drop into Eve orbit and wait for an opportune window to return, so I'm using the very generous safety margin I built into the life support and spending a few extra orbits trying my best to get myself into a relatively low energy encounter with Kerbin on the return trip. See you 7 in 4 years!
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# ? Aug 6, 2020 06:11 |
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Yeah, with life support, the challenge for designing missions gets really interesting. I'm using TAC LS (without converters) + Kerbal Health on my play-through, and thinking of adding BARIS to the next one to introduce failure scenario and need for redundancy considerations. Largely because of this complexity, after 1500+ hours in game, I've finally landed Kerbals farther than Minmus for the first time: Crew of three in a mobile science lab rover observing the beautiful blue Duna sunset. This game can be so unexpectedly beautiful, I actually teared up for a moment.
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# ? Aug 7, 2020 19:47 |
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https://thumbs.gfycat.com/DaringMilkyGallinule-mobile.mp4
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# ? Aug 8, 2020 09:39 |
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"KSA budget... 'cut'? ... Huh?? I don't understand, uh, what?"
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# ? Aug 8, 2020 19:12 |
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Started a career save with enough science to research up to aviation, and then move on from there. The idea was to play as an aerospace company moving into space tourism, like Virgin Galactic. This is a pretty much 100% recoverable system, except for the decoupler, I think the game scraps that but I haven't actually checked. Gets into orbit comfortably with about 200-300 m/s to spare and space for 2 passengers. Most importantly, the orbiter gets into orbit long before the base plane crashes into the ground from its suborbital trajectory. When everything's recovered and done, the difference between the build cost and the recovered amount is about 1400 kerbucks. Each tourist into orbit pays about 15k, each idiot rescued from orbit pays about 30k, and this thing holds two. This company is rich. Azza Bamboo fucked around with this message at 20:22 on Aug 13, 2020 |
# ? Aug 13, 2020 20:15 |
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The only move Virgin Galactic is making is into bankruptcy.
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# ? Aug 13, 2020 20:37 |
Azza Bamboo posted:...each idiot rescued from orbit pays about 30k, and this thing holds two The real win here is not the 30k you make rescuing Kerbals from orbit, but the fact that you get a free astronaut and those kerbals are far more expensive to recruit via conventional means. Especially after you have a number of them! You end up saving hundreds of thousands...
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# ? Aug 13, 2020 21:08 |
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Arglebargle III posted:The only move Virgin Galactic is making is into bankruptcy. If they do, Stratolaunch will just fall into someone else's hands and the system will probably live on. Sub orbital space tourism is probably a crap use for the system given that full orbital space tourism is pretty much around the corner at Spacex, but the savings you can make launching things at horizontal speed from the upper trophosphere compared to from a standstill at ground level make the concept a worthy one to pursue. Virgin Orbit, which is a different company on different hardware using the same concept for satellite launches, is something I hope works because it'd allow more space to get done for cheaper. To be clear, I don't care for Virgin, Spacex and the men who act as the face of these companies. I do get excited, though, when I see hard working engineers coming out with some amazing new hardware. Azza Bamboo fucked around with this message at 21:30 on Aug 13, 2020 |
# ? Aug 13, 2020 21:24 |
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Howdy thread! I haven't played much in the last year or so, but I'm looking for the current recommended mod list. I'm not looking for new parts or stuff to do, just for any QoL or structure enhancements? I normally use MechJeb, KER, and Chatterer. Is there anything to make the dark side of a body brighter?
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# ? Aug 18, 2020 15:38 |
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There's a vanilla option in the settings called ambient light boost.
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# ? Aug 18, 2020 19:30 |
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Just mod in a pair of tiny suns in opposite synchronous orbits around each body
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# ? Aug 19, 2020 06:22 |
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Appreciate the help with the mod sorting. *edit 1069m nice* *couple of hours later edit* It's protractor, putting the part on from protractor caused this. Guess that mod can hit the bin. Grevlek fucked around with this message at 20:30 on Aug 20, 2020 |
# ? Aug 20, 2020 17:48 |
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Grevlek posted:Appreciate the help with the mod sorting. *edit 1069m nice* I had something similar with a spaceplane mod that I stopped using. It had some cargo bays that were perfectly shaped for satellites, which also caused the plane to spawn 1km ASL. Which was interesting from a takeoff perspective, but also annoying. I have no idea why and I never bothered to try and diagnose it.
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# ? Aug 21, 2020 05:59 |
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Grevlek posted:Appreciate the help with the mod sorting. *edit 1069m nice* Protractor development has been dead for a really long time, and KSP has been through a few major mod-breaking releases since then. I'd recommend using CKAN to download and manage your mods so you don't have to individually check each and every mod for compatibility.
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# ? Aug 21, 2020 07:19 |
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Appreciate the replies. I do use CKAN, and I was asking about mods because I knew the OP was out of date. Protractor was listed on the OP, was something I hadn't used before, and I thought it sounded neat, so I gave it a whirl. I guess I learned my lesson about asking about mods. Enough snark from me, I know why you people are here, for the screenshots! So my goal with this career mode is to simulate the Artemis missions, but I've been building up cash and infrastructure. The game started with maximum funds and science, requires a communications link, and there is only a single ground station. I hit the first 4 goals in the first launch, and spent the next couple launches moving tourists into orbit. After that, I setup my core Uplink satellite, which is in Keostationary Orbit above the KSP. Once that was up, I sent up a rocket with a cluster net of 4 smaller satellites, 3 of them on fairly eccentric 'S' orbits ( low periapsis and very high apoapsis ) with the 4th on a circular orbit between the Uplink sat and the Mun. The game served me contracts to setup 2 stations in Kerbin orbit. This seemed like reasonable 'test work' for Artemis, so I've got two stations in LKO, one at 125km and the other at 500km. The first stations requirements were 5 Kerbals and 2000 units of Liquid Fuel. The first launch setup the core, another launch was used to bring up the fuel, power, and communications for the station, and completed the contract. There was a mission to expand this station, to increase the Kerbal capacity to 10. I achieved this in a single launch, bringing up the two science labs and a lander can to work as an airlock. I also attached a separate science package in that launch, and got that docked to expanded science labs. The contract for the second station was 5 Kerbals, with 2500 in Battery Capacity, so that was able to go up in a single launch. I'll probably not use/staff that station unless I get a particularly juicy contract. I'm going to run through the next few 'scripted' missions until the game starts giving me contracts for Munar stations before delving too far into the 'Artemis' portion of the game. I intend to design an SLS with a handful of subprofiles, and Orion Module, with a handful of subprofiles, a couple of different 'cargo' packages that can go on the SLS, the Gateway Station, and a handful of ground related caches to do stuff with. Should be fun! *edit secret hidden question* The Artemis Mission profile for the Gateway station includes a Polar S orbit. Part of the benefit of this orbit, is that it would keep the Gateway on the same 'plane' relative to Earth. As far as I can tell, stations in KSP would not have that advantage, and would require a lot of deltaV to maintain that. For gameplay/flavor reasons, should I have a highly elliptical equatorial orbit, or should I try and emulate the proposed Gateway alignment? Grevlek fucked around with this message at 20:48 on Aug 21, 2020 |
# ? Aug 21, 2020 20:38 |
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Boy none of the posts on the first page have been edited since 2015, Thwomp where are you?!?!?
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# ? Aug 21, 2020 20:52 |
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Grevlek posted:Howdy thread! I haven't played much in the last year or so, but I'm looking for the current recommended mod list. I'm not looking for new parts or stuff to do, just for any QoL or structure enhancements? I normally use MechJeb, KER, and Chatterer. Is there anything to make the dark side of a body brighter? Totally agree about QoL improvements and I don't usually do anything too crazy. Please forgive my incomplete recommendations. I hope you find something useful in there. 3 year old post: Zesty posted:I don't know what you like, but here's some basics I like: and here's what I have in CKAN right now. But I haven't actually played in a LONG time so it's not very well curated.
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# ? Aug 22, 2020 04:48 |
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Grevlek posted:Howdy thread! I haven't played much in the last year or so, but I'm looking for the current recommended mod list. I'm not looking for new parts or stuff to do, just for any QoL or structure enhancements? I normally use MechJeb, KER, and Chatterer. Is there anything to make the dark side of a body brighter? Here is my list (though pegged to 1.6.1) for atmosphere and QoL stuff: Environment: Texture Replacer SVT SVE + High Res Textures SoundTrack Editor (downloaded a bunch of music from incompetech.filmmusic.io, KSP's composer, for unique soundtracks for different planets) Scatterer RealPlume PlanetShine (this will help illuminate the planet facing side of vessels) Kopernicus (dependency) EVE Diverse Kerbal Heads Distant Objects Chatterer + Chatterer Extended AVP (8k textures) QoL: xScience World Stabilizer Waypoint Manager unBlur Trajectories ToolbarControl Toolbar ShipManifest RPM PreciseNode NavUtilities_continued MemGraph MechJeb KSPAlternateResourcePanel KerbalJointReinforcement KerbalEngineer KerbalAlarmClock FieldTraining EditorExtentionsRedux DockingPortAlignmentIndicator Community.DeltaV.Maps ClickThroughBlocker BonVoyage
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# ? Aug 22, 2020 07:10 |
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For anyone who wasn't aware, Restock was FINALLY updated to 1.10 compatibility. Kopernicus has a "Bleeding Edge" release-candidate that supposedly works with 1.10, minus Comet support - if you can't play without Outer Planets or whatever planet pack you usually do, it's finally time to upgrade to 1.10!
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# ? Aug 23, 2020 04:05 |
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I've been playing the bleeding edge branch, and from what I understand, comets work fine in single star system mods, that said I haven't gone looking for any comets since I re-added kopernicus and opm
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# ? Aug 23, 2020 06:35 |
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Otacon posted:For anyone who wasn't aware, Restock was FINALLY updated to 1.10 compatibility. I've made a lot of satellites over the years. A lot. They all seem to be extremely similar to each other - some sort of probe core, batteries, solar, comms, fuel tanks, engine. Some will have some specialty science gear, but they all look very samey - basically a long tube with symmetrical stuff jutting off. Today I wanted to change that, and wanted to take advantage of ReStock and ScanSat's awesome new textures. I had a bunch of ScanSAT missions requiring a few different sensors that I wanted to launch on the same satellite, and I ended up creating... well, a thing. I tried not to clip too much stuff (except some batteries because I didn't have enough juice, as seen in one of the pictures below) and had to use RCSBuildAid to dial-in the engine location due to the off-set CoM, but I'm really happy with how it turned out. Mods here... Scatterer, EVE, EngineLighting Relit, ScanSat, ReStock&ReStock+, MissingHistory, the Near Future mod suite, and Surface Attachable Control for the tiny batteries. I can post the full 130+ mod list if anyone really wants to dig into it. Anyway without further ado, I present to you... Lunam Oculum I highly recommend making some really strange looking satellite designs and posting them! Otacon fucked around with this message at 03:29 on Aug 24, 2020 |
# ? Aug 24, 2020 03:21 |
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Asymmetric satellites are great. I also enjoy anything that doesn't look super typical.
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# ? Aug 24, 2020 04:08 |
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I like the flying fridge.
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# ? Aug 24, 2020 05:12 |
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Arglebargle III posted:I like the flying fridge. Yeah, I think that design is a keeper. I have the samey satellite problem too, though mine tends to be Core, BIG DISH, greebling.
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# ? Aug 24, 2020 05:35 |
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I think Sputnik was one of the coolest looking satellites made, just a neat shiny ball with antennae. Also its purpose was to broadcast an easily detectible radio signal so that anyone with some radio knowledge could confirm that it's in space moving at orbital speed. Basically a disco ball screaming "look at me" to the world.
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# ? Aug 24, 2020 05:36 |
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Azza Bamboo posted:I think Sputnik was one of the coolest looking satellites made, just a neat shiny ball with antennae. Also its purpose was to broadcast an easily detectible radio signal so that anyone with some radio knowledge could confirm that it's in space moving at orbital speed. Basically a disco ball screaming "look at me" to the world. I like that it was just a shiny ball with some antennas and a beeping radio and people thought the soviets were going to control our thoughts with it.
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# ? Aug 24, 2020 05:40 |
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Arglebargle III posted:I like the flying fridge. Real talk: Where are the cube fuel tank mods? I also want more cargo-bay mods. Ven's Revamp adds a 1.25m cylindrical cargo bay with Shuttle-like cargo doors that is pretty awesome but it's too tall to really do small-scale satellite storage.
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# ? Aug 24, 2020 05:42 |
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Cubes are counter revolutionary trade unionist waste and inefficiency komrades! Spheres, spheres and forever more spheres are the impervious science of Marxist - Leninist Kerbalism.
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# ? Aug 24, 2020 05:45 |
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# ? Apr 17, 2024 21:49 |
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Otacon posted:I've made a lot of satellites over the years. A lot. Im thinking of starting this game again. Maybe resume where i was if possible. Mind PMing me your mod list?
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# ? Aug 25, 2020 18:17 |