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*Aqua*

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Everything posted by *Aqua*

  1. Edit: Didn't read right. Edit 2: I got the outer aspargus ring working without flaws. Maybe you attached the fuel lines between the wrong tanks? That's one hell of a rocket. I couldn't set the throttle above 50% or the engines overheated. The rocket only climbed up to 2 km and then fall down because of too low TWR. Split it up into several rockets und assemble your interplanetary ship in the orbit. That makes constructing lifters and acending easier. ~500 parts also caused incredible low frame rates - that's not fun. An use less struts! For example the outer aspargus ring should work with only 2-3 struts per tank (2 on each side above the decoupler, one in the center below it or the other way around). Also have a look at this mod . It makes your rockets less wobbly. You will need even lesser struts with it.
  2. Unglücklicherweise sind 15 Unterrichtsstunden ein bisschen wenig. Ich glaube nicht, dass du schon verstanden hast, wie die deutsche Sprache im Wesentlichen aufgebaut ist. Du könntest mit einem Tandempartner höchstens über "Guten Tag" oder "Hallo" reden. Das hilft dir aber nicht viel weiter. In einem Jahr oder so hast du erst genug gelernt, um mal direkt mit einem Muttersprachler zu reden. Wenigstens müsstest du dann nicht dauernd in ein Wörterbuch schauen, wenn jemand was sagt. Das frustriert auf Dauer ziemlich. Unfortunatley 15 hours of classes is a bit too little. I don't think that you already aquired a general understanding how the German language works. A tandem partner could only talk about a 'Guten Tag' and 'Hallo' with you. This won't help you much. In a year or so you'll have enough knowledge to try talking with a native. At least you won't have to look into a dictionary each time someone says something. This is frustrating over time.
  3. @Sauron Yes, game balancing is an iterative process. But there is no reason for an iteration each time there is an update. Let's assume Squad now takes a break from adding new things and instead rebalances whatever needs to be rebalanced. Let's assume this takes about the usual update cycle time. After that they add the contracts system and again has to rebalance some stuff. Because of the added features Squad has to rebalance more stuff. Each update the work increases and therefore development slows. I'm not saying they should stop rebalancing but it's unwise to do it often.
  4. It's a technical limitation. The faster time passes the less exact physics calculation will be. When your computer can't keep it up (indicated by a yellow or red time display) it will skip some stuff so it can keep up. This can result in phantom forces and more instability as the intervalls between calculations are getting larger.
  5. The game is in alpha phase. We don't know everything what Squad will add to it. Balancing (and this seems to be the main critism here) is usually done as one of the last points in the development process because everytime they add something new something old has to be rebalanced. Over and over again. This is just wasting time and work.
  6. Unity uses floats to calculate positions and stuff. The maximum positive value of a float is 3.4028234 * 10^38 which is about 36 sextillion lightyears in KSP. You can't reach that distance. The kraken will strike way before that when the number density gets too low.
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