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pandaman

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Everything posted by pandaman

  1. Best mods? That's very subjective. For me... I consider myself a 'stock' player, but use KER and KAC. And recently installed EVE for the clouds (I don't think the city overlays look right personally). There are other mods I'm thinking about like KJR and KIS, but not seriously atm.
  2. I'm looking forward to the new gear options, and I plan to review the gear on all my planes anyway. I don't have anything in flight that could have a problem landing by a sudden change in gear, just a few unscrewed test flights in my R&D save that I just haven't deorbited yet. I may just leave them and see what happens 'for science,'
  3. Just watched it via the link. The performance increase looks very encouraging, it's good to actually see it rather than just hearing that it's 'a lot better'. I know all machines will be different and the laptop used seemed to have a pretty good spec, but based on that it looks like we should all notice a very worthwhile improvement. Good stuff. I'm looking forward to seeing more of the tweaks and changes as we approach full release playtime. (Adds another shovel of hype coal to the firebox)
  4. I'd certainly be in favour of having basic info available at the start like mass, orbit, and some atmospheric data. With greater detail needing to be discovered, particularly surface details etc. As that's one thing that can only be verified by getting up close and personal.
  5. Hi, and welcome. There is a 'scale flight UI' option in the settings menu. I'm not 100% sure, but IIRC it is only available on the start up settings menu and not the one accessible in game. Give it a whirl, it may help.
  6. OK.... Given that it's not particularly viable or practical in stock to allow surface attachment to bay doors, could it be possible to add toggleable solar panels and/or radiators to the part directly? In the editor right click on the door and get an 'add solar panel' and 'add radiator' option. A suitable amount of mass could be added too. This would also have the benefit of not adding to part count.
  7. The only official hints you are likely to get are 'SOON' and ' when it's ready'. But as the open beta (which they said is due to last about 2 weeks) hasn't started yes AFAIK, then it's not imminent. It will get here when it does, and they are happy to release it.
  8. Two companions for Dres... Hi-res, which has has well defined, clearly distinguishable features. And Lo-res, which somehow always looks a bit fuzzy and grainy.
  9. Intermittent bugs that can't be reproduced easily can be a nightmare to pin down, never mind fix. And some bugs that can be really easy to reproduce, can still be extremely difficult fix, or even pinpoint the 'actual' cause. It's just an individual case by case situation.
  10. Well, I've given it as much attention as most of the other bodies. And I plan to keep it that way.
  11. Base 12 would have been quite handy as 12 is naturally divisible by 2, 3 and 4. But I guess we ended up with a 10 digit numerical system because we evolved with 10 easily 'findable' digits. If we encounter 6 fingered aliens then it will be interesting to compare systems.
  12. I suppose this could be a similar scenario to NASA scouting for possible Moon landing sites. They just had to use photographs etc and choose one, then hope when they got there it was as good as it looked in the pictures. An ability to 'paint' a prospective landing zone as an overlay on the map view would be quite handy as a planning and guidance tool without giving the benefits of having a targetable marker.
  13. Interesting and informative, thanks. Obviously this is only a single example, so results will of course vary depending on the ship and payload, but it's good to see the difference on this fairly simple ship as a quide.
  14. @Rocket In My Pocket That's clever. What did you use for the upright cylinder? It looks like the structural fuselage.
  15. IRL you would need to send a probe. I would suggest dropping rovers with surface scanners into likely looking areas first. That way you can pinpoint the optimum sites properly and also give yourself a target for landing the big stuff.
  16. Off topic I know, but nice signature @kiwi1960 As many have said here already, this community is awesome. We all have our moments, things we like and dislike, want and don't care about and some choose to express it more forcefully than others. But the overriding atmosphere on these forums is one of friendship, helpfulness and a common and genuine affection for KSP with an appreciation of the effort the relatively small team at Squad have, and continue to, put into the game.
  17. Bought the game v18.3 after trying the demo in March 2013, joined the forum 30th November 2014.
  18. Agreed, that is a bit unrealistic, but you still have to be able to get to a capsule to refill it. No matter how much fuel you carry if you run out of gas before you get to the gas station you still aren't going to get there under your own steam.
  19. It's been a while since I last posted on this thread, so I figured I'd get in before the 1.1 love/hate rush... KSP for me has been by far the best value entertainment purchase I have made. It has allowed me, to some extent, to live my childhood dreams of going in to space. It has given me a 'bolt hole' in stressful times, and given me great challenges when I want to face them. I can be at peace just messing about casually, or deeply engrossed planning and executing difficult missions. I have enjoyed the journey so far and look forward to continuing it alongside you and my fellow players as the game develops and evolves. Keep up the good work. I am looking forward to 1.1 and in particular the possibilities it opens up for the future. And thanks to the whole dev team and support staff, I know it's your 'job' but without the dedication and passion you show the game would not be what it is. And thanks too to the forum moderators for your time and dedication, for keeping us all in check and ensuring that this community remains the great place it has become.
  20. Whilst I get the OPs point about it 'not feeling right' not using a ladder, I don't see what's unrealistic about the low gravity on any astronomical body (Minmus in this case) allowing a guy or gal with a suitably powerful jet pack to 'fly'. It's no different in principle to a rocket being able to lift off from KSC.
  21. Wow! ! Some good stuff here , thanks to all for the responses. After a couple of tests I did find that fixed wheels closer to the balance point of the module/trailer give me the best results. Thanks for the hint RIMP. My original idea was to allow steerable wheels to 'follow' the tractor in a similar way to the 'dolly' and 'semi' idea suggested above. To get a similar type of effect without increasing complexity and, more critically, part count into something that is largely redundant once towed into position. It will be interesting to see how the new wheel physics in 1.1 work for this too. Though I don't expect big changes.
  22. I don't have any pics yet, so far I was just checking the idea to see if may be workable. The concept is for each module to have its own wheels, so for stability they will need to be spaced a bit and far enough from the centre of the to keep it stable and balanced, probably landing gear as they will survive landings better. The most basic modules will likely be just a fuel tank with four landing gears, a claw and a probe core and battery so that I can apply the brakes. The tug will then drag it to where it will connect to the other modules, hopefully I won't need to move them too far if my landings are accurate enough, and I'm not planning on building trains and stuff. I just need to be able to steer them OK to get them where I need them.
  23. My 'target' use is for assembling surface bases from separate modules, typically that will mostly be mining and refining stuff and storage tanks etc. My basic plan it to use a tractor rover with a claw as a tug to push and pull the modules into position which will then link to the other modules with their own claws. It works quite well, it's just a bit unwieldy towing them around as the wheels don't cooperate if don't get them set right. So I figured a 'towing' setting would allow them to turn naturally as they follow the tug rather than have them locked or just doing their own thing.
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