# illumiz

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Bottle Rocketeer

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1. ## What don't I understand about dV?

It helped me to see a graphical representation of this. The important thing to realize is that the natural logarithm function in the rocket equation is limiting the gains from adding more fuel. See this simple graph of Y = ln(X): As you can see, as we linearly increase X we get diminishing increases in Y. In the rocket equation 'X' is related to your fuel & payload mass, and 'Y' is related to your delta V & Isp.
2. ## What are your close calls with low fuel?

On my last Mun return mission, I couldn't quite get the return vessel's periapsis within the atmosphere for reentry before it ran out of liquid fuel. Jeb very graciously hopped out and gave it a push. There was a scary moment when I realized I wasn't paying attention to his backpack RCS fuel and nearly stranded him behind the vessel...
3. ## Individualize each career playthrough

I *want* to enjoy progressing through career mode, even though my ultimate goal is always simply to unlock all the parts. I crave a reason to slog through the tech tree instead of loading up a sandbox game. Sometimes I think that KSP could offer players like me more satisfaction. In general I would describe these two suggestions as ways to "individualize" each career mode playthrough, so each iteration of the Space Program is more unique. First suggestion: give the player random starting Kerbals, and makes Kerbal stats & roles more important. The idea is to make the player more attached to the employees of their space program. Currently they feel very interchangeable and impersonal. It would be great if (for example), when given a certain contract the player would naturally think "X would be perfect for that mission, but Y isn't really suited for it." To achieve this, give Kerbals randomized personal goals similar to contracts. Fulfill them in order to level up the Kerbals (instead of the old way of leveling up). Jeb wants to be the first Kerbal on Minmus, Bill wants to collect atmospheric data from Eve, etc. Could also include negative goals, such as: Jeb hates flying alone (if you send him alone he won't level up), Bob wants to talk to his kids (he won't level up without an antenna on the craft), etc. Achieving a goal would level up the Kerbal and unlock another goal to be pursued for the next level. (Bonus idea: generate contracts for specific Kerbals based on their achievements: "Have Jeb take tourists to the site of his historic Minmus landing" etc.) My other suggestion is the gradual improvement of parts based on their use in the game. The more often a part is used, the better use your program can make of it. The idea is that these would be very minor improvements to things like mass, Isp, fuel capacity, drag, etc, and they would be randomized so that each playthrough would offer different bonuses. Maybe implement it this way: each part has three phases of use: Phase 1 - Experimental, is a short period in which the part is not being used to its full potential and has randomized deficiencies. A small number of missions that are recovered with the part on board could move it onto Phase 2 - Mass Production, during which the part has "stock" values. It would take a good amount of use and recovery to move onto Phase 3 - Fine Tuned, when the parts are given randomized bonuses. I believe that the career game could feel much more rewarding with something like this implemented. TLDR: the bolded stuff. Maybe it's too ambitious or against the spirit of the game. Maybe it's an awesome idea. I'm just throwing it out there, let me know what you think.
4. ## BlueHarvest ENB Series +GEM-FX

I have the same problem. GTX 970, Windows 10. I see the ENB text in the upper left when the game loads, and I can press shift+enter and see some more text, so obviously something is working, but the game doesn't look any different (except for the lack of AA). Also I don't see any in-game options for AF, so I assumed that I was to turn that off in the nvidia control panel.