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Everything posted by Terwin

  1. From what I can tell with stock aero, you get drag for a stack regardless of clipping, so the primary benefit is being able to hide more behind a heat-shield. That said, if you are not using a heat shield, I am not sure you get much out of clipping aside from aesthetics, and perhaps a lower center of mass. Personally, I use the off-set widget to move my lander legs out and down as far as I can to minimize the number of structural pieces I need to use to have a reasonably stable lander. (I'll probably be able to stop once I get the I-beam though) Even if there were a benefit to doing so, I would not have a problem clipping a couple of LOX fuel tanks on top of each other after draining the O2 out for a nuclear engine, after all the 02 takes up more than half the tank. (none of my nucular designs are off the drawing board though, waiting for a tank that holds more than 150 units without being more than half empty)
  2. I use the Stage Recovery mod to recover my parachute-equipped pre-orbital stages. With such a large fan base, it is easy to find a 'lot' of users (dozens or even hundreds) that want something where that 'something' would actually be detrimental to the enjoyment of a majority of those that play the game. On the plus side, Squad planned for this and made KSP very easy to mod. This means that even if the stock game is not exactly to your liking, there is probably a collection of mods that you can use to fine-tune your game to be exactly what you want it to be. And if there is not, you can either suggest or create that mod yourself. If there really are a 'lot' of users that want something, there is probably a mod for that. (not including things that Squad would really like to fix but cannot due to Unity or other issues, such as a functional 64 bit version on windows for example)
  3. As the primary memory leak that I am aware of(heat bars) was not in the 1.0 release, but in a later release, it does not seem fair to use that particular memory leak as an indicator that 1.0 was ready or not. Any time you add features, there is a risk of unforeseen problems, and as this added feature has a work-around(it can be disabled), and they had limited time before a planned code-freeze(aka the few days off to celebrate 1.0), I do not have a problem with the much-demanded feature being added, or that other, non-toggleable features might have received a greater portion of the available testing time. Sure I have had my games crash from time to time(last night just after landing for example), but this is because I consider this feature more useful than the bother of re-loading the game. (on the other hand, I have strongly considered removing a few mods, and possibly even using the 'unsupported' OpenGL flag to reduce memory usage)
  4. I would think that the most likely issue to be fixed would be the heat gauge memory leak. I also supsect that some would wish for the heating slider bar to be extended to 500% or so, but the only critical issue I can see if the heat bars one. Not that I would object to something being done about the jitteryness of service bays, but that has a work-around(open/close the bay) and it may well go away with the U5 conversion.
  5. I went to Duna once, in a sand-box game, but did not have quite enough delta-v to get home after landing on Ike then Duna. I could get a fly-thrugh of the Kerbal FOI, but not enough fuel to slow for capture. In my career games I have only really been to Mun, Minmus and peeking out into Kerbol orbit. (in 1.0.2 I have only been to Mun with a Minmus lander planning to touch-down tonight) I have had missions out for Duna and I think another planet, in 0.90 but none of my career games have passed enough time to actually get anywhere outside of the Kerbal FOI(I kept doing stations and other missions, almost never warping for more than an few hours at a time, even my asteroid intercept did not get to it's destination before 1.0) Then again, I did not start until March of 2015, so I'm still relatively new at just 2.5 months.
  6. According to https://unity3d.com/unity/whats-new/unity-5.0 under Physics: 'Better performance on multi-core processors, and especially on mobile'
  7. Check out RoverDude's Sounding Rockets mod: http://forum.kerbalspaceprogram.com/threads/102502-1-0-Sounding-Rockets!-Start-small-Dream-big!-0-2-0-2015-04-27 multiple tiny rockets including 3 boosters and a liquid fueled. Four science experiemnts to put on them, along with a small battery, parachute and some other 'toys'
  8. Please see the following thread: http://forum.kerbalspaceprogram.com/threads/120989-New-patch-coming-plus-Unity-5-work-to-begin Apparently MaxMaps has indicated that they are starting on Unity 5 on twitter: Today: Everyone flies back home. Tomorrow: Hotfix and Unity 5 work begins.  Maxmaps (@Maxmaps) May 12, 2015
  9. I think it has more to do with guiding new players than letting experienced players use their preferred designs, so contracts are limited at first to keep them from getting confused/frustrated by contracts they have no hope of fulfilling. I have not had any problem unlocking the first tier before getting into space(a launch or two and a few crew/eva(landed) reports), and that is plenty to get you over 70km. And funds are taken care of at this point with the 'automatic' speed/height/distance contracts. After getting to space, you have plenty of tourists wanting to touch space to keep funding coming, and once you can eva above Kerbin you can get lots of science by doing EVAs over the various biomes. Admittedly it would be easier if I got the bigger and better parts earlier, but working with basic parts and a limited budget is part of the challenge. Then again, if I did not want to deal with a budget I could do science mode, and if I did not want to deal with any of it I could do sand-box, so it seems like everyone should be covered...
  10. There was a time I accidentally destroyed my level 3 launch pad, when I repaired it it was still a level 3 launch pad. I don't think they down-grade when destroyed.
  11. Once I get the claw, I'll need to test if I can drive a rover into a claw-docking without switching away or killing the game...
  12. I open up the bay and just put several along the top and bottom(usually in pairs) I generally go for 3* the number of areas I expect to visit that have not had their goo-testing done yet. (I think 12 is the most I have done so far, 6 on the top and 6 on the bottom in a neat little over-lapping row, a few thermometers/barometers along the edges and I usually add an antenna so that it will extend out through the open doors when activated) Just be sure to check for anything sticking out of the bay when you close the doors, as I suspect those things would get drag/heating. (I also put 'backup parachutes' in the bay when I am not sure if a new design will lose it's parachutes during reentry)
  13. I have found that with the new 1.0 aero, I no longer need parachutes for a majority of my landings. Just fly low with your engines turned off and angle up more if you start to get below ~50m while still faster than ~50m/s It seems to work well if I am below 2km and turn the engines off ~ 10km from my target, usually starting to land from below 5km at 20km from my target (I did however need chutes to land on the side of a mountain, then I had to increase the braking force of my wheels form 20 to the max of 30 to keep from sliding back down with the brakes on...)
  14. Actually, according to the points RoverDude outlined earlier: 1) you can both return the data of an experiment to Kerbin(via transmission or courier) and then re-do the experiment and load the data into your lab. Apparently having already returned the data for a location has no impact on what a lab gets out of it 2) the location of the lab when the data gets loaded affects the multiplier applied to the data for the lab to process. This means that if you load up on launchpad experiments, then load them into your lab after you land it on Minmus, your lab will have more data to process than if you loaded those same experiments straight into the lab on the launch pad. 3) Each lab can only process each experiment once (one temperature scan from high above Mun, one from low above Mun, one from each biome landed on Mun, etc), *BUT* each lab counts these separately, so you could have a train of labs traveling around Minmus with a pilot collecting the data from each experiment and giving a copy to each lab in turn, with a copy for his command pod to be returned home, and each lab can process each sample (so long as they are staffed with scientists and power at least) I am kind of eager to start sending lab landers to Minmus and the Mun to give this a try...(I sent plenty of 'bases' to both with labs on them in 0.90, and it will be nice for them to have a use beyond holding duplicate surface/goo/materials samples and resetting goo/materials. (not that I especially needed the science in that game with 6K science after filling the tree and a few million funds after maxing out the base...)
  15. As a software developer myself, I think that this is a relatively low-bug release. Especially if you take in to account many of the 'bugs' are more balance or personal preference issues than game breakers. Considering that this is only a $30 game(less for some), and more improvements are on the way, I am quite happy with this purchase.
  16. My wife knows that she can come and take me away from my computer at any time(but I am liable to ask for a variance if I am playing a game that does not pause and is time-sensitive). She usually claims the first 30-45 minutes when I get home, then lets me have most of the rest of the evening(mostly for Kerbals of late). Had I not set 'social-time' to be an absolutely higher priority than computer time many years back, I probably would have never had a girlfriend, let alone a wife.(I am *not* a social person)
  17. I suspect that the preferred turn will be similar to FAR, where you want to turn to ~85 degrees around 80m/s and turn off SAS so that gravity will cause your vehicle to slowly turn(aka a 'real' gravity turn not this 45 degrees at 10Km thing I have been doing in 0.90) note: from what I understand, you want enough fins on the bottom of your rocket so that you pass 45 degrees around 10km (tail fins slow your turning as they try keep you straight)
  18. I see no need to backup my ksp or ksp_interstellar directories, after all I am creating a KSP1.0 directory later today...
  19. a few things: 1) the cost and difficulty in retrieving the asteroid in the first place 2) the frequency of small asteroids 3) the time/energy/other requirements to mine/refine the ore 4) The added mass of carrying around an asteroid 5) the need to return the asteroid to a dockable location/condition at the end of missions if you intend to reuse it I can see how carrying an asteroid around can speed up some transfers by allowing more burns, but unless you are visiting lots of planets without landing, I am not sure that you save much over just mining on the surface of the various bodies you visit.
  20. Remember the time I tried to drive a rover into the docking-claw of the lander on the launch-pad and the planet disappeared? How about the time Minmus vanished because the Minmus rover was closer to the docking claw than I though?
  21. looking at your representation, I noticed something: 1 10 100 1000 next in the sequence would be 10000 with 4 zeroes. So, perhaps the puzzle is: in binary, how many zeroes follow the next one?
  22. Actually 0x is the lead-in that indicates that the following digits are hex. As such 0x348 translates to '348 in base 16' It seems a little odd that it is an odd number of digits long however, so I suspect it is really 0348 base 16 (every digit is 4 bits, and 8 bits makes a byte, so Hex is usually in pairs) In binary: 0000 0011 0100 1000 One thing that jumps out at me is that there are 4 1's, and if we add them together we get 4.
  23. Currently I use my labs to store redundant data(3x surface samples, gravity, seismic, materials, goo, atmosphere), wonder if there will be an alternative or if I will need to start bringing along extra pods. Would be nice if larger pods could hold redundant data(perhaps 1 copy of the same test per seat?), especially now that scientists can clean experiments... (I foresee collecting 4 copies of each experiment and leaving 1 copy of each in a capsule attached to a lab, transferring it over whenever the lab runs low on data to process... I suddenly have a good reason to leave those stations with labs in place instead of bringing them home afterwards, at least for a while)
  24. We currently have: Cargo bays that protect their contents (in 1.0) Improved aerodynamics that will hopefully only cause drag-heat on parts with leading edges (in 1.0) Most of the stock parts tolerate temps of 3000 K+ (Including all stock wings at ~3400 K, structural panels at 3200 K and some parts up to 5000 K such as modular girders) While I can see that this may not be adequate if you want an impactor to hit Kerbal a multiple KM/sec, I do not see why this should not be sufficient for most other cases. From this page:http://en.wikipedia.org/wiki/Space_Shuttle_thermal_protection_system "The Space Shuttle thermal protection system (TPS) is the barrier that protected the Space Shuttle Orbiter during the searing 1,650 °C (3,000 °F) heat of atmospheric reentry. A secondary goal was to protect from the heat and cold of space while on orbit.[1]" So, that 3400 degrees for stock wings and 3000 degrees for stock MK2-3 parts seems like it already includes at least as much of a heat shield as is used by the space shuttle. So, if you find that your reentry vector is such that it could not be survived by the space shuttle, then I would agree that you probably need a dedicated heat-shield, but I also suspect that there is not really anything realistic that could help your craft survive in that situation. Add in that LKO is much slower than LEO(LEO is close to 8km/sec, while LKO seems to be a little above 2km/sec) and additional heat-shielding starts to seem pretty silly. Correction: I failed to notice that Kerbal part temps are in Kelvin, 3000 degrees kelvin is 2726.85c or 4940.33F As such the only stock parts I have found that do not make the space shuttle thermal protection system look like easily flammable kindling are the probe cores that can only withstand a measly 1200K (1700F or 926C)
  25. I hope so, I'm trying to use a claw as a means to dock my rover with my lander(trouble getting docking ports to line up, expected to be worse in different gravities due to shock-absorbers), and if I drive my rover into an activated claw, the planet Kerbin disappears.
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