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Starhawk

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Posts posted by Starhawk

  1. Laythe is the choice for me. Oxygen means spaceplane shuttles can efficiently carry Kerbals from orbit to surface and vice-versa. Oxygen (and water?) make it a good place, and the views... wow. Plus easy access to all those other places.

    Happy landings!

  2. could you help me figure out how to edit the bottom part of what is shown in my posts

    If you open your settings page (the button/link is at the top right) you will find a link on the left side which will allow you to edit your signature. That is the one you want.

    Cheers!

  3. There are small moving beads of light which indicate the direction of travel in the orbit.

    The most common problem with these is orbiting the wrong way. Happened to me on my second satellite contract I ever did. The contract called for a keosynchronous orbit, which I mistakenly read as a keostationary orbit. I had the orbit perfectly matched in reverse. I didn't have enough delta-v to turn it around, so I had to terminate it and launch a new one.

    Good luck and happy landings!

  4. Welcome, cain546! The KSP learning curve is rather steep (some have called it a learning wall) and enormous fun. Docking is possible once the docking port parts are unlocked in the tech tree. There are many tutorials in the Tutorial section of the forums and in the Tutorial section of the wiki.

    Getting to orbit is the first step. Once you take that step, you can slowly learn to walk, and even run. Some videos assume a fairly high level of knowledge, but others start off slowly and introduce the concepts for the new player.

    Further, there are several in-game tutorials that can significantly aid a new player who is getting started. If you have a specific question you want answered, ask it in a thread in the Gameplay Questions section.

    Hope this helps.

    Happy landings!

  5. I'm not sure that I understand. Are you thinking of leaving out resources? Won't that make it impossible to balance the career mode playability in such a way as to still be balanced when resources are introduced?

    Are you thinking of leaving out female Kerbals? It seems a shame after they've been announced with such fanfare.

    Acknowledging that women exist is already commonly an afterthought

    You're obviously not leaving out the new aero model, and therefore you must be including reentry heating.

    I'm really not seeing what things you guys are actually thinking you can leave out at this point.

    The best feedback I can think of giving at this point is that career mode must 'feel complete'. Not only must the tech tree be balanced, but it must be balanced with progression in Kerbal experience, facility upgrades, contract generation/completion, and overall exploration. As stated before, career mode must feel like a complete game, not a bunch of disparate systems tacked together. Then it all has to shine and play so smooth you can't even tell it ever needed polishing.

    I can't imagine creating that experience and then trying to add in resources and rebalance the entire thing again.

    I realize that you may not want to release specific information regarding which features you are thinking of leaving out, but that limits the specific feedback we can give to vague, maybe unhelpful, posts like this.

  6. I have looked at this a bit, and I'm not sure whether there is any rhyme or reason. I do know that 'Ground Distance Covered' is wildly inaccurate. It also seems to vary from one craft to another from what I have seen, or maybe even from one install to another.

    This screenshot shows the F3 readout for a craft which has circumnavigated Kerbin twice.

    4qbVYht.png?1

    I have also see screenshots from other players, which obviously showed a much larger distance for 'Ground Distance Covered' than what they actually traveled.

    I don't know of any way to accurately measure distance traveled in the game.

    Happy landings!

  7. I was wondering when you guys have ideas in your head, what is it like between the idea and the finished craft? Like do you know in your mind what parts will make your idea happen?

    Now that I've built a lot of different ships, I sometimes know which parts I want immediately. Other times I have sort of a vague idea, and put stuff together and dismantle it in the VAB until I start to zero in on a design.

    Does it keep you up at night imagining how you will fit things together?

    When I was doing my Eve Rocks Challenge entry I definitely lay awake thinking about how to make the thing work.

    Do you ever draw or look at a picture so you have something to work with? Or write it down in words instead of pictures? Or something else entirely?

    I use the VAB or the SPH as my sketchpad. After a lot of hours spent building, the process became more automatic and it's now easier for me to 'find my way' to the design I want.

    And I was also wondering how long it took before you really knew all the parts well enough to just put something together (something that actually works), or if that is an ability that kind of comes natural.

    It took me many, many hours of playtime before I felt familiar with most of the parts. It helps that I played career while I was learning, so I was exposed to the parts a few at a time and had time to read the descriptions and try to understand how they fit into the scheme. I also spent a lot of time reading the Wiki and later, the forums, to understand design better. It's certainly been a steep learning curve, but it sure has been fun.

    I think these are interesting questions.

    Happy landings!

  8. Welcome to the forums!

    Having fun by learning through spectacular failure happens to be a specialty of mine.:)

    There is an excellent community here and an incalculable wealth of assistance and information.

    Happy landings!

  9. The TJ/OMS will outperform the RAPIER in any stock SSTO regardless of whether they're using a thousand ram intakes or a single structural intake. 200 m/sec advantage in flameout velocity, superior t/w, and the ability to run air breathing and rocket simultaneously is impossible for the RAPIER to overcome with it's tiny mass advantage.

    I agree completely. My comment about turbojets being overpowered was in response to Jouni's assertion that '1 ram intake/turbojet is heavy airhogging, because it can get you to a 171x36 km orbit on jets alone'.

  10. In practice, intakes/mass is more relevant than intakes/engine.

    I must concede this point. I hadn't been considering that drag is currently a function of mass, and was working with a simplified mental model.

    This is what you can reasonably expect to achieve with 1 ram intake/turbojet

    I'm not quite sure what you are getting at. The orbital specs? How much mass you can get to a specific orbit?

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