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  2. "Well, lads, smoke 'em if you got 'em. We're going to be crashing into Jool in a few days - we're out of fuel" "No we're not, we've got 350t of fuel in the tank at the front of the ship. Let's just flip the tank around, redock it and fuel up?" "Oh, we could totally do that... but without fuel, we can't plan for that" "Things are going to get mighty bumpy for a while and then we might crash and explode" "But I don't wanna explode; can't you just tap the RCS thruster in 2d 41m 50s?" "I could, but we're out of methalox" "RCS don't use methalox" "Look, you know that, I know that, but _do they know that_?" "Boy, sure would be nice if we had some grenades" Giving me feedback that I'm not looking like I can make a burn/turn/alteration is nice. But telling me I can't *plan* anything because I have no fuel could easily be a Windows Vista feature. I know they're called Maneuver Nodes, but they are also defacto timeline markers, especially when you're flying multiple vessels concurrently.
  3. The Jiuquan launch pad doesn't seem to scale down after deleting the RealScale patch
  4. he crashed in an SSTO, unfortunately. How about @Kerb24?
  5. Magic being something a few have is pretty common idea. Not unrealistic as in you need special properties to become an fighter pilot and its far harder to compete in the Olympics. In high fantasy like Elder scrolls there magic is common ordinary peoples like an farmers might know some healing spells and some spells to resist bandits or animals as an shield but they mostly used weapons. Its an skill thing. during WW 2 US has an benefit in that an significant faction of their recruits could fix cars. http://freefall.purrsia.com/ff300/fv00214.htm obvious Freefall reference. Yes it was an idiotic thing to add, just point device and say the force is strong in him. Do not try to explain magic or advanced just make it make sense in universe . The prequels got lots of hate but they did not try to hyperspace ram their own ass as an main strategy so end up looking good today.
  6. Did you load up Ckan and see if RO has a conflict with trajectories? Or select trajectories and see of RO is red? It should work by using whatever physics are being applied To the game, but I could be wrong. IIRC, I have used it with FAR in the past.
  7. The budget system works like this Every year budget gets reset to (1000 * Budget Multiplier) The budget in the mission refers to the multiplier that gets added to your total budget multiplier. so if you click on kapitalist you start with 5x multiplier aka 1000 * 5 lets say you do a mission with a budget reward of 0.5, that will add 0.5 to the multiplier. you wont see any changes until the next game year when you get your new budget. the total money you see is current years budget + funds the budget system will come more into play in future updates where you balance private company vs government ran org.
  8. Now that is something I wish could be adjusted / selected in the maneuver planner... (as long as time-warp is not engaged, mind you) "I want to burn prograde for the next 30 minutes" vs "I want to burn for the next 30 minutes pointing in the same direction throughout the burn, even if that is suddenly a retrograde burn"
  9. Last few moments of docking. Aligning everything perfectly.. inching forward.. zero relative velocity.. repeat Ever forget to disable or significantly reduce engine throttle and hit full throttle accidently during the final 3 seconds of docking?
  10. That's a fair point for extremely long burns but it kinda ties into my point too. Whatever the dV requirement is to change from one orbit to another is not intrinsically tied to the properties of the craft. You can calculate them just fine without any TWR, so in that sense the orbital transitions are well defined and that's how we have the delta-v maps. How a particular craft can achieve that transition is another question all together and it can have by necessity a different dV requirement, naturally because no real craft can perform an instant burn. So what we have in the dV requirements as far as orbits are concerned are a different thing from what the craft needs to do to reach the target orbit. But here's the thing. The maneuver node planner is designed for impulsive maneuvers. It sets the maneuver at a fixed heading, one burn and around a fixed point. So it's by design a maneuver planner for orbits only, not for how you should fly the craft. It's by definition incapable of taking the TWR precisely into account. Otherwise it would have to be able to direct for multiple burns and changing the heading mid-burn. As a simple example imagine you have a ion engine powered craft at 70km circular LKO with TWR of 0.01 and you want to plan for a Mun intercept. You can't do that with one burn and the planner can never give you that maneuver without multiple burns. So trying to somehow account for that will always fail one way or another if the burn is long enough.
  11. Columbus never spent any time in Iceland. He had no idea that the Americas were there at all, even when he found the islands that we now call Cuba and Hispaniola. He thought he had found islands off the coast of China.
  12. I decided I needed to go big, I ended up with something that I imagine as a military cargo float plane... It is fairly hard to fly due to adverse pitch while commanding roll, but she stalls super slow so spot landings are fun!
  13. in the interview a month ago they stated that many devs wanted proper commnet but they needed to prioritize milestones first.
  14. I got to ask because I did not find the answer yet. How is the "budget" system working. I can see that I ween around 0.5 budget per mission. Is it a multiplier ? Am I actually winning 0.5 $ ? I don't get how it works. Many thanks Kerbonauts !
  15. While official mod support for KSP2 has barely been mentioned lately, I do wonder how much the dev team is secretly relying on the community to create additional missions to fill the gap being mentioned on this thread. KSP1 had quite a few mission-related mods that improved my experience. I also have heard of a mission editor mod already being worked on for KSP2. I could very easily see the dev team essentially saying "do it yourself" or "here is a Modding tool we can provide to create/share missions" down the road. I doubt they will create a generated mission system or enough hand-made missiosn to satisfy the more seasoned playerbase. This seems to be their attitude towards Commnet so far. It sounds like they have no intention to pursue that feature themselves. Other features like Science archiving has been mentioned, but modders beat them to it with a pretty solid tool already. By the time the dev team prioritizes many features, such as mission creation, I bet the community will already have a better answer implemented already.
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