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Gasofidas

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    Bottle Rocketeer
  1. Related to this, I want to explain my take related to encourage "stuff to do" and "places to go" just one (more) idea. It would be some (not all) career (hard mode?) tech nodes locked by some experiment(s), which are needed to be done on a specific set of places (meaning tempereture+bio-sample+whatever that can be done on X biome(s) on Kerbin or X on Mun or X on wherever, a set of places not just an unique place to let the player have choices in where to get them). I think something like that would encourage exploring (all) the planets an their diversity and also set some kind of milestones, so it is not about just farming the Kerbin system to unlock all the tech tree and then "consider the save complete". PD: could be also done with for example "a special contract" that will award you with just one part you haven't unlocked yet instead of a full tech node, so it is optional but also a nice contract to fulfill if you want that part.
  2. Thanks a lot for explaining this, let me rephrase it in my own words to see if I got to understand it (while CPU capped in a high part ship): Graphics (FPS) require both GPU and CPU time, and physics calculations only CPU time. Physics timestep sets how often the graphics (FPS) is updated per each physics calculation. the lower it is set (0.02), the more often graphics are updated, so the smoother it looks but takes longer to complete. the higher it is set (0.12), less graphical updates, the faster it completes but feels choppy.
  3. Atm http://meithan.x10.mx/KSP/engines/ shows "This Account Has Been Suspended"
  4. [img]http://i.imgur.com/yAXOKby.gif[/img]
  5. Everything animated is a hundred times better. [video=youtube;cvaRGiMWRaE]https://www.youtube.com/watch?v=cvaRGiMWRaE[/video]
  6. Hasta siempre Miguel, ¡buena suerte!
  7. I don't know if it is a bug or not, but this happens since at least 1.0.4
  8. Yesterday I spent my afternoon building a huge lifter for 500-600t payloads. I want to also say thanks to everyone who contributes to this post, whenever I run out of ideas of things to do in KSP this is the most inspiring source for new ones
  9. Buenas, creo que lo que pasa es que el robot tipo "sputnik" que lleva tu cohete no tiene ningún tipo de controles, sólo sirve para poder controlar el "acelerador", es el robot más básico del juego, así que dependes al casi 100% de la aerodinámica del cohete, y el motor que te da algo de control mientras está encendido. Para mejorar la estabilidad puedes usar aletas con control, no como las que lleva que son fijas y también si ya lo has desbloqueado en el apartado de command and control a lo mejor tienes una "Reaction wheel" que ya te da algo de control sobre el cabeceo del cohete, aunque todavía sin la asistencia SAS. Espero que algo de esto te sirva de ayuda.
  10. Buenas, sin ver el cohete en cuestión es bastante difícil saber exactamente que pasa, pero bueno ten en cuenta que sin SAS no es sencillo mantener un nodo auqnue tampoco es algo imposible. Así a bote pronto se me ocurre que el cohete tenga algo de "torque", esté desequilibrado con algo más de peso de un lado que del otro, si utilizas el mod Kerbal Engineering Redux (si no es así te lo recomiendo) cuando estás en el hangar te muestra información sobre las etapas del cohete, fíjate si en alguna el valor de torque es mayor que cero, si es así es que hay algo que está desequilibrando el cohete.
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