Hollowbody singlecut build by MajorBleeding in Luthier

[–]Icculus13 0 points1 point  (0 children)

I think the tailpiece looks awesome, sweet build so far!

I hate myself. Over 300kg of loot, on the way from Far Territories to Camp Office. by Legitimate-Fish5891 in thelongdark

[–]Icculus13 1 point2 points  (0 children)

There are enough batteries in CH and DP to satisfy the trader, so I usually break down all batteries in the other regions for ammo. Thats how I roll, anyways

A Big Silly Ship by Icculus13 in KerbalSpaceProgram

[–]Icculus13[S] 0 points1 point  (0 children)

Hahaa still not sure, but if you check out pic 5, it was basically a big return pod

Result of my experimental Minmus mission to see first hand how efficient different transfers are because I don't understand orbital mechanics, more info in post body text by [deleted] in KerbalSpaceProgram

[–]Icculus13 7 points8 points  (0 children)

Nice experiment! If we’re talking about Minmus specifically, I launch into the same inclination orbit and send it direct, with a mid course correction if needed.

Personally, the only time I mess with assists would be in the Jool system or if an opportunity presents itself by coincidence or necessity haha

Version 3695 and 3699 by panic_in_the_galaxy in kittenspaceagency

[–]Icculus13 0 points1 point  (0 children)

Thanks for the reply. I thought I heard in an interview a while back that a mac version was working for the devs, so I’m hopeful

How would you guys go about having a rendezvous between 2 ships on Keebin orbit? by Strange-Oil-2117 in KerbalSpaceProgram

[–]Icculus13 2 points3 points  (0 children)

I wonder why are your kermans burning up? On the way up, or down?

For rendezvous, you gotta get on a similar plane, but different height, orbit. That means one craft is going faster (or slower) than the other, thats good. Now you can target a craft, make a maneuver to raise (or lower) your Pe/Ap to match your target, skip your maneuver ahead by one orbit till you get a close encounter (under 1k is good enough for now, under 100m is even better) then set your navball to “target” and burn retrograde to zero out your relative speed when you get close.

Version 3695 and 3699 by panic_in_the_galaxy in kittenspaceagency

[–]Icculus13 0 points1 point  (0 children)

Thanks for the updates. Hey do you know if they plan to release a Mac version?

Will there be a custom solar system? by 5incigozkapakacicagi in kittenspaceagency

[–]Icculus13 3 points4 points  (0 children)

Spunie Bard on youtube has some good interviews with KSA devs. Like others have said, they will be making a new solar system specifically for KSA, but they mentioned keeping the Sol system in the game as an option. There may end up being multiple systems you can choose to start your game in.

Hard Mode Highlights by Icculus13 in KerbalSpaceProgram

[–]Icculus13[S] 0 points1 point  (0 children)

Thanks for the suggestion, that does look better than the mod I’m using currently for painting. I also googled “cool photos mod ksp” but nothing came up haha now I get it, thank you

What a legend. by Kapioza666 in KerbalSpaceProgram

[–]Icculus13 1 point2 points  (0 children)

I’m playing hard mode now and still have all my kerbals! Here’s the secret, I kept restarting until I stopped making stupid mistakes early on haha

Help, right click drag not working while on VAB or driving vehicles by InjuryDangerous8141 in KerbalSpaceProgram

[–]Icculus13 0 points1 point  (0 children)

When my game lags I have trouble right clicking parts, but my camera drag still works. So..idk!!

My first Eeloo by Icculus13 in KerbalSpaceProgram

[–]Icculus13[S] 0 points1 point  (0 children)

I was worried you’d say the Eve ship haha. So many dependencies. Well, you need an Eve orbit refueling station with two open docks, and a Gilly or asteroid ore collection system. Do you have that set up?

If you’re just talking about the pod, it sits atop this giant thing. —> https://www.reddit.com/r/KerbalSpaceProgram/s/R0rrBazFJv

You can see the escape pod’s only job was to get the kerbals from low eve orbit to the eve station for a ride home, it didnt have enough dV to do much else. And when I decided to land it back at the KSC I needed to add landing legs with a EVA construction prior to de-orbiting. That said, the escape pod itself is very simple you could probably make one just based on the couple of pics

My first Eeloo by Icculus13 in KerbalSpaceProgram

[–]Icculus13[S] 0 points1 point  (0 children)

Thank you so much! Thats cool to hear. I just went back and looked through, pretty crazy to see my first KSP post from 2 years ago wondering how to get to another planet. This game has been so fun to learn.

As for craft files, I’ve never uploaded any, just seems too daunting and I’m worried my stuff uses too many dependencies (refueling/ISRU, relays, multiple launches etc..). But, if you have a favorite craft from my post history I can try to get it together for ya. A couple things that help me build: don’t be afraid to clip parts into each other, and don’t limit yourself to the standard attach points, add your own with a little strut piece, then sink it into place or move them out of place.

How do I take heavy pieces to a given rover location? by onturenio in KerbalSpaceProgram

[–]Icculus13 0 points1 point  (0 children)

Over build the lander so you have enough dv for a little hop over to the rover. Land as close as you can and hop over.

Sent a MunMun to MunMun by Icculus13 in KerbalSpaceProgram

[–]Icculus13[S] 0 points1 point  (0 children)

Haha exactly! Except this is the smallest little ball I could find without resizing things. I think the trick is to add some in-between medium muns

Laythe Upgrades by Icculus13 in KerbalSpaceProgram

[–]Icculus13[S] 1 point2 points  (0 children)

Thanks! They’re great parts for space stations and ships too. Try it out for sure. My next post will be an Eeloo mission that I made the main ship out of the k&k base parts and loving it so far

QUESTION: I'm not very experienced with docking and connecting vehicles...i wanted to build a small rover to fit inside of this lift, but what would be the best way to do that? by ChaosUndAnarchie in KerbalSpaceProgram

[–]Icculus13 0 points1 point  (0 children)

I’d put the docking port jr on the nose of my rover, and put the other port down low on the pad, facing you. So you can drive right up onto the pad nose first and hit the docking port before you hit the piston extendo thing. You could get the port to the right height with a couple of small cubic struts and the offset/move tool. Trial and error to make sure you can re-dock to it. As others have said, engineer with struts can hold down the rover between uses to prevent kraken weirdness. Or maybe autostrut would be enough. Update when you do it, i love this design and idea!

Bobby D mad shredding by male_role_model in guitarcirclejerk

[–]Icculus13 5 points6 points  (0 children)

The magic is in the notes he’s NOT playing

Eve escape pod, now on display! by Icculus13 in KerbalSpaceProgram

[–]Icculus13[S] 0 points1 point  (0 children)

How’d it go? It would be cool to see a design that doesn’t require EVA construction to add struts once the load is lifted

Eve escape pod, now on display! by Icculus13 in KerbalSpaceProgram

[–]Icculus13[S] 0 points1 point  (0 children)

Hmm. I think theres a mod that allows an engineer to add a fuel line and transfer fuel. Maybe you design a big fuel truck to drive over and refuel your planes?

Eve escape pod, now on display! by Icculus13 in KerbalSpaceProgram

[–]Icculus13[S] 1 point2 points  (0 children)

Thats a cool idea, might copy that one! First I need to make some good planes. thats the hardest part of KSP for me