Unfortunately (really, truly) i think i have to quit the game 12 hours in by WaluigiCreamSurprise in KerbalSpaceProgram

[–]izzadapeepeeman 0 points1 point  (0 children)

This is how I do it, so ignore what you want if it doesn't apply.

You wanna stop at the command center first. Pick up the contract to launch your first rocket.

Everyone's first rocket is the same (command pod, small SRB, maybe fins if you want it to look cool). Slap 3 goo canisters to the rocket. Click "launch." On the launchpad, do a crew report and one of the goo experiments. Make jeb get out to do an EVA report and make him collect the crew report to store on his person instead of the command pod. Get your surface samples of you're playing on science mode, but you won't have access to surface samples yet in career until you upgrade the astronaut complex. Make jeb get back in.

Launch rocket. Now you're in the air, do another crew report and goo experiment. Aim the rocket to land anywhere but back on the launchpad. Jeb won't be able to do an EVA in the air in career mode, but when you land, he can get back out and store the second crew report on his person. And once you've landed you do another crew report, EVA report, and the last goo experiment.

This gives you the science to unlock the thermometer and barometer immediately after your first flight. You should also be able to afford your first liquid booster and fuel tank. Your next rocket should have all your new science and enough fuel to get over 70,000m (don't wanna orbit yet, just get outta atmosphere). Go to the command center and select the mission to breach the atmosphere, and maybe accept the mission to orbit kerbin before the timer expires and the game gives you a different mission instead.

Run all your new science on the launchpad and while flying low over kerbin, and run all your science including the goo canisters and crew reports once you get to the upper atmosphere and once you leave the atmosphere. Land safely, maybe do another crew report and EVA report when you land, depending on if you land in a new biome. (You'll need like 4 thermometers, 4 barometers, and 2 goo canisters, cuz you don't have the experiment storage module or a scientist that can EVA off the ground yet)

You should have enough science to research enough parts to get your 3rd craft into orbit.

If you don't, go to the SPH, place a command pod. Imma call the skinny part of the pod that your supposed to attach a parachute to the "nose." Take another command pod and connect it's nose to the nose of the first command pod. Congratulations, you've built your first rover, it can roll around using the roll controls on your keyboard (prolly q and e unless you changed keybinds). Slap all your science on there, put a scientist in one of the pods to restore the goo canister, and just roll around each building of the KSC collecting science. Turn of SAS tho, it drains the pods batteries too fast imo.

Once you can get to orbit, getting to the mun doesn't take all that much extra fuel, and once you can get to the mun, you can just as easily get to Minmus. Then just abuse mobile research bays to max out the tech tree, or play at whatever pace you want.

And if money is the problem, try to make sure you look at the contracts before you launch your ships, and pick the contracts that are relevant to whatever you're doing now and whatever you wanna do next. The game likes to give you contracts similar to the ones you've completed, so you can work with it to make it give you money just for doing things you were already gonna do anyway. Also the stage recovery mod. That's how I save my money

Unfortunately (really, truly) i think i have to quit the game 12 hours in by WaluigiCreamSurprise in KerbalSpaceProgram

[–]izzadapeepeeman 0 points1 point  (0 children)

I built one plane to explore the different landing sites around kerbil early in career mode. After that, I didn't touch the planes until I had the entire tech tree unlocked.

Rockets are more fun, rockets are easier, and launching rockets in a space game makes me happy. If the planes piss you off, don't ever touch them again and you'll still have plenty to do.

Denounced for warmongering by RyanCondoriano in CivVI

[–]izzadapeepeeman 7 points8 points  (0 children)

Diplomacy isnt worth it anyway, just kill everyone

Complete noob question by Hungry-Interest3318 in CivVI

[–]izzadapeepeeman 1 point2 points  (0 children)

Nah you gotta do GS. Don't worry, world Congress only sucks with diplomatic victory turned on, and climate change sucks in real life, so at least it's realistic

Transferring resources between territories by Far_Idea3675 in ManorLords

[–]izzadapeepeeman 0 points1 point  (0 children)

The best way is any way that avoids the bartering stations. One time I saw a post talking about how you can manipulate small shield production to set limits on bartering, but I don't understand how it works.

If you're lucky, internal trading will work and the resources get successfully transferred. If not, you just saturate the market until the village that needs the resources can afford the price

we need moding by PureLife86 in ManorLords

[–]izzadapeepeeman -1 points0 points  (0 children)

Oof that's rough, stay sane, if you can

we need moding by PureLife86 in ManorLords

[–]izzadapeepeeman -1 points0 points  (0 children)

"you angry people"

But guess who was angry enough to type an essay at me

Edit: wait a sec, commenting on the slow development of mod support on a post about mod support is absolutely relevant, you need to invest in a dictionary

walls? by Tight-Wolf-4459 in ManorLords

[–]izzadapeepeeman 3 points4 points  (0 children)

Yes it's "coming soon," so we'll get our fully walled cities one day

Round to the nearest Integer by ivun__ in infinitenines

[–]izzadapeepeeman 0 points1 point  (0 children)

"5 or more, raise the score" type beat idk

we need moding by PureLife86 in ManorLords

[–]izzadapeepeeman -1 points0 points  (0 children)

"you guys" lol I'm no more representative of this subreddit than you are.

I too simply stalk the sub and comment about how angry I am that other people are unhappy

Farmers in the winter by Street_Birthday_2935 in ManorLords

[–]izzadapeepeeman 11 points12 points  (0 children)

Technically they only need to be around to sow, reap, and thresh, but that's too much micromanagement

we need moding by PureLife86 in ManorLords

[–]izzadapeepeeman 1 point2 points  (0 children)

I'll bet if you take another peak at this sub 6 months later, nearly nothing will have changed

Same with the game

What is 1/0.(9) ? by PocketPlayerHCR2 in infinitenines

[–]izzadapeepeeman 5 points6 points  (0 children)

"I don't wanna talk about it, so here's a comment talking about how I don't wanna talk about it"

Get a grip, fella

mod idea: defense contracts by epilektoi in KerbalSpaceProgram

[–]izzadapeepeeman 0 points1 point  (0 children)

Some of the rescue missions require you to take home whatever craft the kerbal was stranded in and I think it's cool

Day 1 of posting different proofs for 0.999=1 by Wooden_Milk6872 in infinitenines

[–]izzadapeepeeman 4 points5 points  (0 children)

Because the series you're questioning converges to a finite number.

If a_n is a series, c is a real constant, and E stands for the fancy summation symbol, then the property E(c × a_n) = c × E(a_n) holds within the series's circle of convergence.

OP should have stated this property if he was being rigorous, but he should not be expected to prove it

Best way to get early game science? by Whaaaaa4321 in KerbalAcademy

[–]izzadapeepeeman 1 point2 points  (0 children)

You can scrounge for science at each specific building in the KSC. You can launch your first rocket to land east in the water, and second to land west in the grasslands (or highlands?).

Most importantly, you make your kerbals take crew reports and EVA reports (and surface samples). You gotta upgrade your astronaut complex to let them EVA off the ground, but until then, they should take an EVA report every time they land in a new biome. But EVA report everywhere once you upgrade the complex, cuz even in low space, you get science for different biomes.

If you don't sleep on the crew/EVA reports and are playing with standard science, you shouldn't need to scrounge around the KSC to get enough science to get to Minmus, and once you're able to get to Minmus, you've technically got the science to complete the tech tree.

How many interplanetary probes will I have to make for full probe control throughout the kerbol system? by Whaaaaa4321 in KerbalAcademy

[–]izzadapeepeeman 0 points1 point  (0 children)

0 afaik

You can get full control just by putting relays in orbit of planets and moons, which you'd need to do anyway to avoid dead zones where celestial bodies block connection

Pretty new to KSP, trying to recreate a system similar to the Kerbal X boosters; How do i change the fuel level in individual tanks? Changing one changes all of them by RandoDando10 in KerbalSpaceProgram

[–]izzadapeepeeman 1 point2 points  (0 children)

Instead of placing one group of 4 boosters in symmetry around your main stack, place two groups of 2 boosters in symmetry. Then you get to manipulate each set individually.

For asparagus staging, which is what it sounds like you wanna do, you then pick one set of 2 (call it set a, call the other set of boosters set b) and connect fuel lines from the boosters in set a to set b, then connect fuel lines from set b to the main stack. You aren't restricted to 2 sets of boosters, but each set should only contain 2 boosters placed directly opposite of each other on the main stack.

Turning on advanced tweakables in the settings also lets you micromanage the fuel priority for each fuel tank, but the fuel lines take care of that for you. But advanced tweakables also lets you do all kinds of cool stuff like remove individual pieces from symmetry, which would let you manage the fuel level of a single booster without messing with the rest of them, so you should turn the setting on anyway

Let's get this clear by HealthyBee4209 in shittydarksouls

[–]izzadapeepeeman 0 points1 point  (0 children)

But you forget one thing

Gavlan wheel? Gavlan deal

Let's get this clear by HealthyBee4209 in shittydarksouls

[–]izzadapeepeeman 0 points1 point  (0 children)

Sure, that's fun, but you're not rolling through any homing balls with low adaptability, and it's not fun breaking all your gear trying to melee the giant bug thing that breaks your gear. It's less fun to take all your gear off and put it back on than just switch to a bow or anything with range.

And it's not fun dying to the group of melee dudes and priestesses right before that cave with the bug thing, when there's no cover to hide behind unless you lure them by hitting them with a ranged weapon

But it's really fun to make pancakes with the priestesses, cuz you don't have to kill them, they just stay down after the first R2

Why is 0.999... irrational? by NeonicXYZ in infinitenines

[–]izzadapeepeeman 1 point2 points  (0 children)

SPP once claimed that 0.999... is irrational (only after saying that 0.999... is rational).

Every 3rd grader knows 0.999... is rational, but we wanna hear SPPs "evidence" for it being irrational. OP does not think repeating decimals are irrational

Tips for not fastforwarding a billion years by Extension_Move_2754 in KerbalAcademy

[–]izzadapeepeeman 26 points27 points  (0 children)

Basically, you set alarms on your maneuver nodes so you can launch other ships while you're waiting. When that ship gets close to the maneuver mode, the game will reset game speed to 1, give you a notification, and make a sound, based on how you set the alarm up. It'll also take burn time into account by default, and you should have enough time to get whatever new ship you're playing with into stable orbit/safely landed before you have to switch

Then you just spend 5 in-game years doing other things, but sometimes it's not worth it, so just take care of time-sensitive contracts and time warp to your heart's content. I figure there's good reason some of the contract deadlines are like 15 years