Jump to content

Leopard

Members
  • Posts

    356
  • Joined

  • Last visited

Everything posted by Leopard

  1. updates would be less of a problem if the last one hadn't caused as many bugs as it solved, heck even just a bug fix with no new features would be nice. if I could get a refund here I would, this is currently a game that has a lot of potential, but is ruined by the apparent lack of testing to leave trivial bugs in the game, and since its a console you have no choice to hold off on updating for a bit either
  2. The fact you can find other ways of getting to Mun doesn't exactly absolve Squad & Co from actually having a game that works, surely _someone_ tested this, presumably they found the problems, marked them as "not critical" or whatever then shipped it anyway
  3. I bought the console version... /thread
  4. Had this game since the first Xbox release who knows, maybe someday if will effing work, though frankly I doubt it at this point given the number of issues that occur fast enough you wonder if anyone tried to play it when testing if I had the option of a refund I’d take it, this could be one of the best games going... if it worked
  5. Specifically does KSP even have a future on consoles? Seems the PC version is running into the distance, from a higher starting point, while the console version appears to have been phoned in on a day the QC guys were on holiday. is this under active development? or is it essentially "finished" as far as T2 are concerned, a few bug fixes if you are lucky and thats your lot?
  6. If a company is expecting high quality bug reports from the public they are barking up the wrong rocket. Software testing is a skill, not a common one either, compiling high quality reports is part of this
  7. Following the safe return of Duna-5, it was noted the contract hadn't completed as the crew came home in another vessel. Duna-6 was launched to learn and correct this, the lander lost a bit of mass, the orbital transfers were to be better optimised, and for safety the on orbit tank from the crashed Duna-4 could be robbed to excess fuel, all systems go. obtained Duna orbit with more fuel than the previous mission remaining following a better transfer as planned, lander de-orbit burn was successful... you can see the "but" coming can't you? lander bounced slightly on touchdown, its intact, by with a 90 degree rotational offset from the desired position... This leaves two stranded Kerbals now (Duna-4 & Duna-6) needing a more elaborate rescue. Duna-7 is planned, same craft slightly stripped as this one is going to Ike for some contracts, hoping to free funds to upgrade the launch pad to level 3 (will take a few more missions) then the second phase of Duna exploration can begin, Duna-8 will be a repeat of Duna-6 as the last of the first generation missions as the land & return contract has too many funds to give up on, plus the experience will feed into the second generation of craft we have a Duna orbital station mission - this is planned to end around Ike as Ike-Highport to act as an on orbit fuel station. Learning a lot, much of it what not to do, but small steps and all that, the two of them are alive and will be rescued.
  8. Not posted in a while, still don't have eggbox gold for taking screen shots. anyway, contract for a Duna flyby kicked off the Duna exploration programme in this save Duna-1: flyby mission, large antenna to act as a relay, managed flyby on first flight - as hoped this provided the "orbit" mission so the same craft then braked to orbit. Mission: Success Duna-2: science return mission.. a new one for me, never brought anything back from Duna so interesting. Went with a nuclear bus and a small probe on top able to returning to Kerbins surface. stuck the whole lot on my usual mun-lifter, got to Duna, entered a stable but high orbit, SCIENCE!, then came home.. it worked, space dV as well. Mission: Success Duna-3: "enter the atmosphere" mission, went with a small probe, and gave the same bus used before a larger second relay satellite. reached Duna, entered a sub orbital profile from far out, idea was to release the atmosphere probe, aimed to skin the upper atmosphere (only) do SCIENCE, then using its onboard engine stables into some for of orbit to beam the science back. the decoupler force put the little probe onto a surface collision orbit, which I didn't notice until too late. Mission: Partial Success (the relay sat is in orbit) Duna-4a: "science from the surface", "flag on Duna" and a science recovery mission combined, this was to be a manned land & return. the previous bus vehicle was considered capable, a light lander based on my early mun-landers was added. For $reasons the lander launchers eyeballs out - first launch failed to make orbit, the pilot and capsule survived (poor launch profile) Duna-4b, second attempt, made orbit then the controls went banananannnanans with a constant end over end leading to structural failure (suspect a trim problem but couldn't reset it), pilot survived reentry Duna-4c, third attempt, successful flight to Duna, landers engine destroyed upon landing, Bill is sitting next to it on Duna awaiting eventual rescue. Duna-5: second mission to cover the science return elements, lander adjusted to put greater ground clearance in, safe launch, transit and landing. Ascent successful (this is the bit I was worried about), had minimal fuel in orbit but brought the bus closer, docked and came home - poor return profile used too much fuel so nearly got to high Kerbin orbit, but failed - recovery mission launched to bring the luckless Kerbal home, pick up in solar orbit (first time for that as well), landed safely back at home... net result was burning a lot of cash to upgrade the tracking station to level three ahead of when I wanted to, but got there - think Duna-6 will be changed slightly (dropping the landing heatshield to be a lot thinner mostly) and trying to time the return better which should provide the dV to get home. but for the first time ever I've had a Kerbal walk on Duna and get home to live to tell the tail
  9. Went with "cursor" mode specifically because of this sort of not terribly well thought through issue
  10. nice to see the team responsible for the "extensive" console testing have been retained
  11. Thats hard a "fix", more of a work around to a bug in the games controls
  12. have had this a few times, typically you can click any button you wish on the appropriate part and the game ignores it. seems generally to be fixed by going back to KSC and back (which you cannot do in a plane in flight of course), sometimes going to the map and back can sort it
  13. made orbit, first time in the save, on the first attempt. Zero additional science though as the near space stuff with available equipment has already been collected. a few more fund raising "measurement" flights in the small aircraft built for the purpose, then a longer flight to the desert area over the water to the west of KSC, parachute landing and science collection. wandered over to look at the monolith near KSC, slightly disappointing to discover thats it, you walk up and see it, and thats well it, but there you go. contract for mun flyby, will need about another 25 science so more local flights planned to unlock the mid sized fuel tank needed to undertake this within the initial part limit, and to raise funds to update the launch pad slightly to handle greater mass. suitable science targets to be identified. May also consider a high angle sub orbital flight for "high above Kerbin" science though re-entry can be more risky.
  14. following the duna mission profile resulting in more casualties than acceptable (i.e. I ran out of Kerbals), have now chalked up the experience and restarted. set the funds and science to 40%, thinking funds at 20% may be better though. went from orbit on 2nd flight to actually having to work for it, have managed sub orbital on the six flight (had the tech earlier, just wanted some other missions first). currently pootling about in a first tech node aeroplane bathing low altitude science missions for money and practice, even managed to land it without the parachutes. What sort of difficulty settings are people using now? (used to just pick 'hard' but the option is gone)
  15. designed a pretty standard Mun lander on console a while back, its not very efficient but it works. booster is two of the 2.5m tanks (one an orange if you have one), skipper under it - six fins and six thumpers - with nose caps and struts. trans stage (which also finalises LKO) is the mid sizes 2.5m tank, with a poodle and a streamlining nose. thats the booster the lander it two stage, descent stage (which handles the final stages only, the trans stage does most of the work really as I learn how to fly it), is built around a materials bay, three of the fuel tanks the same size, each with a terrier under it, some legs and various science bits on the outside. Optional probe core and antenna and it stays on mun as a probe. on top of that is a Mk1 pod riding a half sized 1.25m tank with another terrier, parachutes etc. mission profile is get to orbit, burns the booster and about a quarter of the trans stage fuel. burn to mun, obtain orbit at around 20k, usually about 25% fuel in the trans stage remains burn to sub orbital, aiming for only just clipping the ground. burn to zero horizontal speed at about 5k up (estimated as no real way to judge it), ditch the trans stage even if it has fuel it it at this point - watch its impact, this tells you how high up you are. descent engines get you to the ground, with enough fuel reserve to move around if desired. the ascent stage can get you back home with fuel to spare. also works to Minmus. its inefficient but it works. key points: 1. land during the day 2. use the trans stage as a sounding line, watch its distance below you when it goes bang, thats your altitude above the ground, can get a rough idea of the ground altitude from this. 3. brake to about 20ms about 500m above the ground, then ride a low thrust to the ground, landing about 3ms to 5ms practice helps
  16. A few points of note now I've been playing with the patched release for a while. 1. the GUI 'freezes', typically for half a second to a second. Doesn't seem to be related to the complexity of the craft being controlled, but does get worse as the save library of active missions get larger. note this is not the game freezing, just the GUI not updating. e.g. you are moving the cursor to the left, the pointer freezes, then jumps to its new location. Its not game breaking, but it does make fine control awkward when the inputs freeze then get processed after a short delay. 2. in docking mode "rotation" control, either under RCS or reaction wheels do not function, linear controls are fine, but rotation means dropping out of docking mode, and out of "fine" control" mode. this is more of an irritant than #1 3. again in docking, seems roughly a 50-50 chance of docking working or the docking ports bouncing apart with some force and sending one or both craft spinning. not been able to identify a pattern to what causes this - has caused the abandonment of a couple of missions after a craft has been refuelled once but then the exact same tanker is unable to refuel a second time. 4. have had issues with fuel transfer, its not decouplers or anything specific, just seems occasionally one or two tanks will decide they no longer support fuel transfer, while others on the same vehicle do. 5. Audio glitches with some of the engine sound files 'crackling' (jets and some of the rockets) 6. Difficulty level to inhibit Kerbals re-spawning doesn't appear to work, can disable it and they still re-spawn 7. setting the difficulty level is now more irritating than before, the old presets of "easy" medium" and "hard" combined with "custom" was better than the current "default" or "custom" There are other irritants, but they appear in the main game as well
  17. guessing its down to the controls, we used to have x1-x4 on the controller, with anything faster being a cursor action (which was irritating to say the least), now they have mapped the x5+ to the controller when in space its stealing the ability to do x1-x4. personally think there should be one time warp bar anyway, x1, x2, x3, x4, x5, x10 etc, and just cap to x4 in atmosphere - at least on consoles the controls will make sense then
  18. cheers, nice to know its not just me, on the up side it amused the moggies no end
  19. or to optimise the code more - a lot of stuff these days isn't written all that tightly because modern machines can handle it written to be faster and easier to write - its seriously easy to write code that is not linear in the way it eats CPU power as it scales up - plus a bit of thought is needed to optimise for speed (possibly at a cost of using more RAM). That said its unlikely as the trend seems to be "write for a high end PC, but the time you release a mid range one will run it"
  20. experimented with a plane last night, anyone else getting weird clicking sounds from the jet engines? like the sound file is corrupted
  21. Well following the loss of the first Duna lander a duplicate was created, given more of a science payload and a scientist to ride it, launched into LKO. A drone version of F2, dubbed F3 with all the imagination that required, was launched, its after payload ports carrying a small Ike lander and a mineral scan sat also for Ike in preparation for a fuel mining mission. Docked together and boosted for Duna. Used Ike to help brake, slowing to just enter Ike orbit, to drop the two satellites off, then dropping to Duna low orbit, all fine so far. Lander undocked and initiated its descent, despite being basically the same as the first it handled differently, the first had a slight tendency to rotate, which here became more than RCS could handle causing some damage on landing when a leg fell off - fortunately we landed on a slight slope and the balance was just right to be upright. SCIENCE!! then the lift off, problem right after takeoff, the SAS refused to engage properly at all, didn't get the marker to select stability hold though the light for SAS came on showing the icon for the wheels being active - however not a sausage, the scientist managed to get back to space but combined with the thing tumbling and spinning madly burned way too much fuel so unable to attain a stable orbit. Scratch a second lander and scientist as they crashed back to Duna... The drawing board is getting used a fair bit, but its an interesting challenge to learn how to make this work
  22. Ahhhh something to check that of find a three year old who can fly better
×
×
  • Create New...