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Maxsimal

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  1. No. The only core difference between the LF rotors and the electric ones are which resource is consumed. There are of course other tuning differences. In fact, the propeller blades should also work if you attach them to anything that spins fast enough - one reason we selected this approach is its a little more Kerbal (for better or worse!) than what you see in many mods. You'll have to learn about propeller dynamics to build a craft that works well. One of our testers suggests this video as a great resource, many of the dynamics of real world propellers apply to the these.
  2. So to address a couple of issues that have come up in this thread. 1. The helicopter blades in those images were tilted back in a fashion to get them to fit within the image frame. Like someone took a picture from near the root-end, which is making them look leaf-shaped. The in-game ones are much closer to what you'd see in a real helicopter. 2. The propellers, and to a lesser extent the helicopter blades, calculate their velocity/AOA from an artificially offset position. This allows them to act like they're at a higher RPM than they actually are, to get around the PhysX RPM limit, with the consequent effect on AOA, drag, and lift. They also use their own aerodynamic values with a lift peak closer to a realistic AOA value than standard KSP aerodynamics. Pitching your blades is still 100% necessary, but the pitch amounts are more reasonable and realistic. 3. The blades have been set up so you can deploy and use the authority limiter to adjust the pitch of the blade - which you can easily do with KAL. So you don't have to set up a servo system to do variable pitch, and therefore you can set up a propeller with just a rotor, two blades, and a nosecone and have a workable system. These were on the drawing board for a while, but our time frame from BG meant we had lots of ideas that didn't get in. We saw how many people were really interested in rotor craft though so the team pushed hard to get these into the 1.7.3 patch. There are definitely a few things that we'd still like to do with them, but I think this will give a better & more aesthetic result than the elevon-based craft that the locale Kraken-mechanics have been rigging up up to this point.
  3. They were considered for both uses, as you'll see when you get to read the part descriptions.
  4. Seriously though, there'll be more details in the future.
  5. Not for the whole deployed science system, that's DLC, just for the cargo system.
  6. That portion of the feature will actually be included in the free portion of the DLC release. But it will be hidden because only the DLC functionality uses it. Modders can use it though, and it will be visible in the base game once modders add their own parts that use it. However, for a wide variety of reasons, legal, logistical, etc (IANAL but this is pretty obvious) nothing Squad does can depend on the existence of a player-built mod. We can release stuff that you guys can then make compatible with your own mods, but not vice versa.
  7. To answer a few questions that have been popping up here: 1. Yes, you'll be able to make mods to add more robotics parts with the core functionality that's being released with the DLC - but anyone who wants to use those parts will need the DLC of course. 2. There are different sizes & shapes of the robotics parts. 3. Mods will be able to add experiments for the surface experiments. 4. To deploy experiments, you'll have a Kerbal grab them from a storage container, carry them in their own inventory, and put them on the ground - the type & experience level of the Kerbal will affect the performance of some of these parts. Read into that what you will. 5. I hope you'll be pleased with what we're going to deliver for the robotics control mechanisms. We've got several features, that are still not revealed and I'm not sure how much I can say about them, that will help you control regular & robotic craft in ways that make the feature even more than it already sounds like.
  8. Actually, I meant adding it to the tracker when i was thanking the community, sorry not to be clear. However, please do also understand that there's a lead time on all fixes, and while something may be near the top of the list right this moment, it may not have been when we triage the issues we're planning to address for a particular version. And even if it's in the top 10 of the public tracker, we have a lot more plates to spin than just addressing the tracker. That said, I I know it can be hard to wait for the issue you perceive as your top priority to be fixed. I hope you'll be patient - and take comfort in the fact that the last couple of versions, at least imho, have proved to be pretty stable and addressed some of the bigger performance and stability issues we had, and I believe our team has been doing a really great job in balancing developing new features and addressing existing issues.
  9. I think you're reading too much into this! First, that this is a solo effort by me - it's hasn't been and won't be, the whole team is on board with making fixes and improving the situation for players. And second, we do consider people's existing craft and games, there's no 'damn the torpedoes' attitude here. That said, I'm happy that people are responding positively to the fixes we are making, incremental as they may seem to some of you. It can be a scary thing coming onto a game with KSP's long history and devoted fan base and then tinkering with the bits of it. Feedback about what changes you want done, and how you perceive the changes that have been made, is useful. Thank you.
  10. I'm not opposed to looking at any part fixes. There are a quite a few already on my list, but we've also got a lot of plates spinning. So no promises, but thanks for making us aware of the issue.
  11. Maneuver Engine Re-Balance Among the other features in 1.7 are a few art revamps for various maneuver engines. And amongst the feedback for those engines, some of the community pointed out that a couple of these engines aren’t as useful as others, due to their stats. The team decided to take a look and yes, we did see some tuning issues – so we decided to update select numbers of the engines we’re revamping. As with the last blog on the tuning of the MH engines, the goal here is balance and making sure each of our engines has a niche and a use, while making the smallest number of changes possible. So first, here are the raw numbers of the engines we’re changing, as well as some reference numbers of similar engines that aren’t changing. Engine Comparison Thrust (Vac) ISP Vac ISP ASL Mass Vac TWR ASL TWR Cost Cost/kN Thrust Tech Level Gimbal Range EC/s Crash Tolerance Entry Cost Ant (for comparison) 2 315 80 0.02 10.19 2.59 110 55.00 Propulsion Systems (5) 0 0 7 1500 Spider (for comparison) 2 290 260 0.02 10.19 9.14 120 60.00 Precision Propulsion (6) 10 0 7 1750 Twitch 16 290 250 0.09 18.12 15.62 400 25.00 Precision Propulsion (6) 8 0 7 1600 New Twitch 16 290 275 0.08 20.39 19.33 230 14.38 Precision Propulsion (6) 8 0 7 920 Puff (for comparison) 20 250 120 0.09 22.65 10.87 150 7.50 Precision Propulsion (6) 6 0 7 2500 Spark 20 320 270 0.1 20.39 17.20 240 12.00 Propulsion Systems (5) 3 0 7 2800 New Spark 20 320 265 0.13 15.68 12.99 240 12.00 Propulsion Systems (5) 3 0 7 2800 Place-Anywhere 7 2 240 100 0.03 6.80 2.83 280 140.00 Advanced Flight Control(5) 0 0 50 4200 New Place-Anywhere 7 2 240 100 0.02 10.19 4.25 25 12.50 Advanced Flight Control(5) 0 0 15 800 RV-105 RCS 4 240 100 0.05 8.15 3.40 620 155.00 Advanced Flight Control(5) 0 0 15 3400 New RV-105 RCS 4 240 100 0.04 10.19 4.25 45 11.25 Advanced Flight Control(5) 0 0 15 1200 Vernor 12 260 140 0.08 15.29 8.23 1400 116.67 Specialized Control(6) 0 0 50 4200 New Vernor 12 260 140 0.08 15.29 8.23 150 12.50 Specialized Control(6) 0 0 15 1800 And here’s the thinking behind these changes. Twitch & Spark: The twitch and spark are both relatively similar in size, use the same propellant, and the twitch unlocks later than the spark. The twitch is a surface attached engine with a good gimbal range, but otherwise the Spark is just better in every way – TWR, cost/KN, and efficiency. In fact, the Spark is so efficient that it outpaces many larger significantly larger engines, making clusters of them a better choice than using one of them, something we generally want to avoid as we think that both game balance and realism are better satisfied by having larger engines generally be slightly better than smaller ones, at the expense of not being as flexible in exactly how many of them you use. Therefore, the Twitch was made about half as costly, and its ASL ISP was increased to make it a better descent engine for probes on planets with an atmosphere, or as a Vernier. The Spark’s ASL ISP was lowered slightly, and its mass increased, to tilt it more toward being a Vac engine rather than just a perfect all-around engine that it was. We’re aware that the community has been using this engine for a while and kept the changes as small as possible, but this engine stood out too much from its peers when you look at the numbers to not need to adjust it. RCS Engines: The Place Anywhere 7, RV-105 RCS, and Vernor are all engines designed to steer your ship in space, making fine adjustments to orientation and course rather than providing raw power. Also, RCS is a much more realistic way to adjust a large craft’s orientation rather than piling on more reaction wheels. But the cost of these engines, we felt was just too exorbitant, especially given their low efficiency & the fact that they are typically placed in symmetry, so their costs were reduced dramatically. The mass of the Place Anywhere 7 and RV-105 also made them a poor choice compared to the more powerful Vernor and were thus lowered. However, these are still engines, sensitive pieces of equipment, so the crash tolerances were set more in line with other engines.
  12. There'll be a dev blog posted up about it soon (TM) and I'd rather have all our thinking posted there rather than address it in a quick comment here.
  13. Hey I'm not the designer primarily in charge of UI/UX, that's @Bea_Pin, but I'll share some of what goes into it. Even a fairly minor task takes a chunk of time when you have to consider the feature as a whole. We actually have done almost a dozen different mockups with ideas & variations of the AGL/ASL design. Without diving too deeply into how the sausage is made, all of the following get considered: 1. What sort of affordance the UI requires. An affordance is something that lets the user know the action of the UI element. The more advanced a feature is, the less affordance we tend to give it, because they take space and we have dozens upon dozens of functional UI elements on screen at once. Not to toot KSP's horn too much, but compare it to many flight simulators - that still don't have to support as many situations or as much information as KSP - and how much screen space those games tend to cover with their on-screen UI, and you'll see KSP packs a lot of punch into a relatively low % of the screen. 2. Current UI style Not only do we not want to rework things too much for the sake of dev time, but we have a lot of very conservative players who don't like too much change. And we don't want to shuffle around UI elements that the player is already familiar with - that's one reason we didn't decide to swap the climb rate indicator out for a radar altimeter. 3. Localization One of the reasons this initial variant was selected was to give enough space for localization - we sent off text early for localization to see if we could get 'ASL' and 'AGL' to fit on buttons initially, and found that the Japanese and Chinese variants text was overlarge for what one of our ideas would handle. 4. Player capabilities This includes: how small a screen resolution we need to support, to color blindness, to vision issues that mean we try to keep all functional text at 12pts or more. ---------------------------------------------- To give a concrete example: we hide away the advanced delta V information behind clicking on the stage icons - that's not a great affordance at all, but that information is more for a power user, and lets us keep the screen space usage down and the stage UI style the same as people are used to. The stage information flyouts also mean we have a bit more space for text on those. Even with all that, we don't think we get it right all the time - so we give out previews to both our pioneers group and to the audience to get feedback. When we see feedback we do evaluate it - and compare the cost of additional changes vs work on other features in the pipeline.
  14. You can also click the actual readout, we did not miss the comparison to the orbital/surface speed display. As for form factor of the display, that's still a bit of a WIP.
  15. If you go to the deltaV app, you can set up various aspects of what you'll see with the dV readout & the expanded readout, including the situation. Consult the KSPedia for more information.
  16. If that was actually the case, wouldn't we have made all of them better than base-game engines?
  17. Cutting and pasting a table from a google sheet also works pretty well, FYI But not from excel or word.
  18. It's worth noting that while the original point of the MH engines was to create real-world analogues, this rebalance was more about doing the minimum amount of change to put things in balance. So regardless of any real world analogue, the Wolfhound was going to remain as a high-efficiency Vac engine - just with more balanced stats. But, as people have noted - KSP doesn't have the sort of tradeoffs in fuel types for LFO engines that exist for real-world engines, nor does it have reliability concerns with different engine cycles. So trying to have a 'realistic' SPS engine - one where the efficiency was traded off for a reliability and not having them boil off - just isn't really possible, no one would use that engine when the Poodle is there.
  19. Yeah - crash tolerances are crazy vs real world equivalents - which, let's face it, you couldn't ever set down on an engine bell and expect to use that engine for anything in the future - just check out the damage pictures of the Falcon 9's recent 'soft' water landing. So in this case it's more of 'staying true to base game tuning' rather than reality. And I don't see that changing even with bigger lander legs. There are some great mods out there though if you like realism though... (and even they allow for higher-than-real crash tolerances) MH Acapello, while looking like a Saturn V, doesn't really have a lot of the same mass ratios. I mean, first it's basically an SSTO given Kerbin's low LKO orbit requirements. So the 2nd stage becomes the trans-munar injection and Munar orbit stage... etc. While it is a concern, it is definitely the case that the Poodle should be used if you don't have a lot of fuel mass to push with your dry mass, and the Wolfhound should be used if you want a more efficient stage with a longer burn time. See! Tradeoffs! That's a good thing.
  20. Mostly small changes. Mastodon costs went down by a factor of 3x as well. But yeah - Woflhound, Mastodon & Kodiak were the reason these changes were a priority. Glad you're happy to see the blogs back. Had some issues with formatting copying this over, there were a couple of other highlight errors - should be all fixed now, thanks! Thanks you and & @Snark for spotting them
  21. 1.6 has brought a lot of great changes, and we’re really thrilled with what the team has created for it. One of the changes that we've done, and something we felt strongly about doing, was tuning work that we felt would improve the quality bar of the game. Craft Improvements First, we've gone through all the stock craft, including VAB, SPH, and Making History craft, delivered for the game, with an eye toward updating them for the new parts that have been released in 1.6, and also improving the fly-ability of many of our craft. At one point, the idea was to have some of these stock craft have flaws for the player to correct. This did not have broad awareness in the community, so we've improved the flight behavior of quite a few of our craft - including using features like auto-strutting that weren't around when they were first added to the game. In particular, all of our space planes - the Learstar, the Dynawing, and the Slim Shuttle - have been fine tuned to improve their control behavior. They're still challenging to fly, of course, but you don't have to fight their controls quite so much. We've also strutted and improved the fly-ability to craft like the Albatross, Muna 1 & 2, the Acapello and several others. We encourage you to check the 1.6 change log for the full list. Making History Engine Rebalancing The other major change was adjustment to the tuning of a number of Making History parts - especially the engines. The engine changes in particular may be more controversial, and we'd like to explain the rationale behind them. The overall goal here is to put all the Making History engines in line with base game tuning. To let them have their own niche, and to neither obsolete nor be obsoleted by other engines. And generally, engines that are either bigger, or more specialized, will be unlocked deeper in the tech tree. Finally, we’re trying to make as few changes as needed, so that they won't drastically change the purpose of an engine. NOTE: For all stats in tables - a green background indicates an improvement over the current version, a red background means it was worsened. Small ASL Engine Tuning First, let's look at the smaller ASL engines. There are three Making History engines in this size category - the Skiff, the Bobcat and the Kodiak. Here are the relevant stats vs similar base game engines: Engine Comparison Thrust (Vac) ISP Vac ISP ASL Mass Vac TWR ASL TWR Cost/kN Thrust Tech Level Gimbal EC/s Crash Tolerance Cost Entry Cost Reliant 240 310 265 1.25 19.57 16.73 4.58 General Rocketry (3) 0 7 7 1100 3200 Swivel 215 320 250 1.5 14.61 11.41 5.58 Basic Rocketry (2) 3 6 7 1200 3500 Thud 120 305 275 0.9 13.59 12.25 6.83 Advanced Rocketry (4) 8 0 7 820 3500 Vector 1000 315 295 4 25.48 23.87 18 Very Heavy Rocketry (8) 10.5 3 7 18000 115000 Current Kodiak 240 305 265 1.25 19.57 17.01 5.42 Heavier Rocketry (6) 0 3 6 1300 4200 New Kodiak 260 300 285 1.25 21.2 20.14 4.23 Heavier Rocketry (6) 0 5 9 1100 4400 Current Skiff 300 330 265 1 30.58 24.56 5 Heavier Rocketry (6) 2 3 6 1500 4500 New Skiff 300 330 265 1.6 19.11 15.35 7.67 Heavier Rocketry (6) 2 3 7 2300 9200 Current Bobcat 400 310 290 2 20.39 19.07 5 Heavier Rocketry (6) 5 3 6 2000 6000 New Bobcat 400 310 290 2 20.39 19.07 5 Heavy Rocketry (5) 5 8 12 2000 800 Kodiak: Overall, the Kodiak need the most adjustment - it’s just entirely matched or outclassed by the Reliant, which appears earlier in the tech tree as well. Therefore, and in keeping with its real world equivalent then RD-107, the Kodiak's stats were adjusted to give it a much better ASL ISP, a lower cost per kN of thrust, and a better durability. This gives it a niche as a 1.25m liquid fueled booster, leaving the Reliant as the more general purpose no-gimbal engine. The extra specialization helps to keep it at Heavier Rocketry, however, to match its historical partner, the Cub. Skiff: The Skiff's tuning is closer to ideal , but it turned out to be *too* good in too many categories categories - more efficient, better TWR, and lower cost/kN than other engines. It occurs later in the tech tree, so we've chosen to keep its high efficiency at the cost TWR and cost. Now it’s a great sustainer-category engine - its ASL ISP and cost won't justify its use as a main engine anymore, but it’s fantastic as the center stage with some SRBs or Kodiak-powered boosters. Bobcat: The bobcat had tuning most in line with the stock, so few changes were made. It got sturdier, and it moved earlier in the tech tree to give another ASL option in Heavy Rocketry, as we felt the end of the tech tree was getting crowded. Large ASL Engine Tuning Then let’s look at bigger ASL engines: In this category we have the Mastodon. Note: The stats for the Twin Boar reflect what they would be without the built-in tank. Engine Comparison Thrust (Vac) ISP Vac ISP ASL Mass Vac TWR ASL TWR Cost Cost/kN Thrust Tech Level Gimbal EC/s Crash Tolerance Entry Cost Vector 1000 315 295 4 25.48 23.87 18000 18 Very Heavy Rocketry (8) 10.5 3 7 115000 Mammoth 4000 315 295 15 27.18 25.46 39000 9.75 Very Heavy Rocketry (8) 2 12 20 115000 Twin Boar 2000 300 280 6.5 31.37 29.27 11250 5.63 Heavier Rocketry (6) 1.5 0 20 65000 Mainsail 1500 310 285 6 25.48 23.43 13000 8.67 Heavier Rocketry (6) 1.5 12 7 38000 Skipper 650 320 280 3 22.09 19.33 5300 8.15 Heavy Rocketry (5) 2 10 7 14000 Current Mastodon 1350 290 280 5 27.52 26.57 22000 16.3 Very Heavy Rocketry (8) 5 3 6 135000 New Mastodon 1350 305 290 5 27.52 26.17 8000 5.93 Very Heavy Rocketry (8) 5 8 15 32000 Mastodon: The current Mastodon has no niche, being outclassed in all categories by other large engines, and being really expensive to boot. The new Mastodon therefore become both more efficient and significantly cheaper. Now it is an ASL workhorse that doesn't perform QUITE as well in Vacuum as engines like the Vector and Mainsail, but it’s more flexible and a little more efficient than the Twin Boar, without quite matching the Twin Boar's amazing TWR and cost. Vacuum Engine Tuning Next we've got the vacuum engines: In this category we've got our most controversial engine, the Wolfhound, as well as the Cheetah. Note: For this chart, ISP ASL is not listed - with good reason. It just doesn't matter for engines that are almost exclusively used in a vacuum, it's not a significant balance criteria. Engine Comparison Thrust (Vac) ISP Vac Mass Vac TWR Cost Cost/kN Thrust Tech Level Gimbal EC/s Crash Tolerance Entry Cost Terrier 60 345 0.5 12.23 390 6.5 Advanced Rocketry (4) 4 0 7 1600 Poodle 250 350 1.75 14.56 1300 5.2 Heavy Rocketry (5) 4.5 8 7 4200 Rhino 2000 340 9 22.65 25000 12.5 Very Heavy Rocketry (8) 4 12 7 68000 Current Wolfhound 375 412 2.5 15.29 1680 4.48 Heavy Rocketry (5) 3 8 6 6200 New Wolfhound 375 380 3.3 11.58 3000 8 Very Heavy Rocketry (8) 3 8 6 12000 Current Cheetah 125 345 1 12.74 1000 8 Heavier Rocketry (6) 3 3 6 3000 New Cheetah 125 355 1 12.74 850 6.8 Heavier Rocketry (6) 4 5 7 3400 Wolfhound: The Wolfhound is amazing in every category that matters - an ISP that's 20% higher than any other LFO engine, great TWR, unlocks relatively early, and is the cheapest cost/kn for an LFO engine. Sorry rocketeers - the Wolfhound needed adjustment to have some valid trade-offs vs other vacuum engines. It's still an amazingly efficient LFO engine, without having the sort of abysmal thrust & cost of a NERV, but now it doesn't completely overshadow every other LFO vacuum engine. As a more specialized, high efficiency engine, its moved back in the tech tree with the other Making History Apollo-class parts as well. Cheetah: The cheetah, conversely, is too expensive and heavy to justify its relatively low TWR, low-end ISP and high cost, so several improvements were made to help it stand out. Now it’s a bit like a smaller Wolfhound. Small & Maneuver Engine Tuning Finally we've got the small engines - for Making History, this is the Cub. Engine Comparison Thrust (Vac) ISP Vac ISP ASL Mass Vac TWR ASL TWR Cost Cost/kN Thrust Tech Level Gimbal EC/s Crash Tolerance Entry Cost Ant 2 315 80 0.02 10.19 2.59 110 55 Propulsion Systems (5) 0 0 7 1500 Spider 2 290 260 0.02 10.19 9.14 120 60 Precision Propulsion (6) 10 0 7 1750 Twitch 16 290 250 0.09 18.12 15.62 400 25 Precision Propulsion (6) 8 0 7 1600 Puff 20 250 120 0.09 22.65 10.87 150 7.5 Precision Propulsion (6) 6 0 7 2500 Spark 20 320 270 0.1 20.39 17.2 240 12 Propulsion Systems (5) 3 0 7 2800 Current Cub 40 320 270 0.18 22.65 19.11 1000 25 Heavier Rocketry (6) 22.5 0 6 3000 New Cub 32 310 280 0.18 18.12 16.37 800 25 Precision Propulsion (6) 22.5 0 7 3200 Cub: The Cub, relative to other maneuver engines, is too good in too many areas. Its ISP as good or better than all others, great TWR, fantastic (though only 1-axis) gimbal range and it is surface attachable, something most engines pay a penalty. Therefore, it got a bit of an thrust and efficiency nerf - it actually generated far too much thrust relative to its companion, the Kodiak, which helps make its TWR more reasonable as well. Finally, it moved to the appropriate tech node for maneuvering engines. Other Making History Tweaks We've also made the engine plates fall into tech nodes appropriate for their size, rather all in the same node. Anyway, I hope you'll appreciate these changes - we'll be watching community reaction to see how they go over! We encourage you to comment on these changes.
  22. No, it's still coming, not sure of the exact time frame. It will be posted with the other devblogs.
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