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Re: KSP 1.0

Posted: Sat Dec 22, 2018 1:16 pm
by RichardHernandez
icekatze wrote:hi hi

I've also been playing KSP long before ISRU was added, back in 2012 to be precise. I have the exact same Dbal max results opposite opinion, I think that ISRU is an interesting challenge in its own right, and that building a huge, multi-stage rocket to reach a planet in one go is significantly easier.
I've also been playing KSP when ISRU wasn't there. But I like it more since ISRU has been added.

Re: KSP 1.0

Posted: Mon Dec 24, 2018 11:44 pm
by icekatze
hi hi

One thing's for sure with ISRU, it promotes lots of practice with docking. I got to the point where, if the maneuver nodes bugged out and stopped working, I'd just run the intercept and dock by the seat of my pants cause I'd done it so much. ;)

Re: KSP 1.0

Posted: Mon May 06, 2019 7:19 am
by GeoModder
That's a funny coincidence with the 'bot above. The Loroi aboard the Highland-7 do seem to have a security breach of sorts in an IT system.

Re: KSP 1.0

Posted: Mon May 06, 2019 7:31 am
by Arioch
Not a very subtle posting algorithm, is it?

Re: KSP 1.0

Posted: Mon May 06, 2019 2:59 pm
by Krulle
That one was not....
I wonder if it has to do with the bin I found in the storage compartment?

(not for future readers: I am referring to the current comic page, page 153)

Re: KSP 1.0

Posted: Tue May 07, 2019 9:42 am
by Krulle
The bin has squirted another multitude of messages.
Why is this thread so luring?

Re: KSP 1.0

Posted: Tue May 07, 2019 2:26 pm
by Mithramuse
Krulle wrote:The bin has squirted another multitude of messages.
Why is this thread so luring?
Maybe the "1.0" in the title? I dunno.... :?:

Re: KSP 1.0

Posted: Tue May 07, 2019 3:02 pm
by Krulle
33 messages by the two spambots, replying to each other....
Wonderful...

Re: KSP 1.0

Posted: Tue May 07, 2019 4:03 pm
by Arioch
The spambots do seem to love the KSP thread.

Re: KSP 1.0

Posted: Tue May 07, 2019 8:04 pm
by dragoongfa
Must be because of an established search algorithm that hunts down frequently talked about topics that generate large threads or even megathreads in forums. The spam in this case would be buried in the mass of messages and perhaps evade attention and draw careless clicks.

Re: KSP 1.0

Posted: Tue May 07, 2019 10:19 pm
by Arioch
dragoongfa wrote:Must be because of an established search algorithm that hunts down frequently talked about topics that generate large threads or even megathreads in forums. The spam in this case would be buried in the mass of messages and perhaps evade attention and draw careless clicks.
Well, it was a six month old thread and the bots each spammed about 15 new messages at the same time. Not likely to escape notice.

Re: KSP 1.0

Posted: Wed May 08, 2019 8:28 am
by dragoongfa
Spam bots are bound to be stupid (the smart bots are in twitter and facebook), the probably search for certain keywords in forums that are easy to register to.
In my experience KSP threads tend to become big in gaming and space oriented forums, in this case the thread is small so it failed in its mission :P

Re: KSP 1.0

Posted: Mon Jul 15, 2019 8:53 am
by lanaroady
RichardHernandez wrote:
icekatze wrote:hi hi

I've also been playing KSP long before ISRU was added, back in 2012 to be precise. I have the exact https://www.redadair.com opposite opinion, I think that ISRU is an interesting challenge in its own right, and that building a huge, multi-stage rocket to reach a planet in one go is significantly easier.
I've also been playing KSP when ISRU wasn't there. But I like it more since ISRU has been added.

ISRU Made this alive as the previous version was good but after ISRU it is just like WOW

Re: KSP 1.0

Posted: Mon Jul 22, 2019 3:30 am
by danuis
I have KSP but not a computer to run it well. When I do, I want to bash together RSS and Interstellar and maybe a space-dock mod and just churn out a lot of my made-up interplanetary designs, hah.

Re: KSP 1.0

Posted: Tue Sep 17, 2019 7:15 am
by Raymond
icekatze wrote:hi hi

Still working with an unmodded version use this sizegenetics of KSP, I was able to build an interplanetary refueling network.

First, I plop down a drilling and refinery rig on a spot with suitable resources.

Then I use a dropship to lift the refined fuel up to the orbiting fuel depot.

My various interplanetary ships Shark Tank Weight Loss how-to-lose-weight-how to cut weight visit sizegenetics where to buy sarms online review crazy bulk gnc can then refuel at any planet they go to... Assuming I don't overbuild them in the first place. :P
Hi Have you finished the unmodded version of KSP?
If yes, please update here.
I want to try it and am waiting for it since your post.

Re: KSP 1.0

Posted: Tue Sep 17, 2019 8:50 am
by SVlad
Raymond wrote: I want to try it and am waiting for it since your post.
Don't wait, just play yourself. Games meant to be played.

Re: KSP 1.0

Posted: Tue Sep 17, 2019 10:15 pm
by icekatze
hi hi

With the news that KSP 2 is coming, I did decide to break down and finish the last challenges left in the base game. Getting to Eeloo, and landing a Kerbal on Eve and returning them home again.
SpoilerShow
Here's my Eeloo rover going around, looking for the best place to set up the refinery.
Image

Here's my first attempt at getting an Eve mission into orbit. Things did not go according to plan.
Image

Here's me approaching my parking orbit.
Image

Here's a screenshot of me successfully touching down the first time, after burning up in the atmosphere repeatedly.
Image
(This ship exploded shortly after the photo was taken, due to the gimbals being set up too sensitive and crashing into the mountainside.)

And a couple of screenshots of my final successful attempt getting back into orbit.
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(I am pretty hyped about KSP 2. It's supposed to have multiplayer and colony building. I'm not sure how they plan on making that work, but I'm hoping they can pull it off.)

Re: KSP 1.0

Posted: Wed Sep 18, 2019 5:59 am
by SVlad
Return from Eve without refueling? Cool!

Re: KSP 1.0

Posted: Wed Sep 18, 2019 10:24 pm
by icekatze
hi hi

Since I don't use any kind of automated navigation mods (or any mods, actually) I usually have to over-engineer my DeltaV budgets to account for imperfect ascent profiles and ejection burns.

But this time around, I apparently did pretty good, because the Kerbin to Eve stage that I had planned on jettisoning on arrival ended up having almost enough fuel for the return transfer. The command craft only used a fraction of its propellant before ditching the fuel tank and engines for Kerbin re-entry.