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GrouchyDevotee

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Everything posted by GrouchyDevotee

  1. Well, it teaches you some of the major obstacles that the real space pioneers faced, and in some cases still do face. I'm constantly amazed at the mistakes I make, and thrilled when I realize that real spacecraft and missions have done exactly what I did wrong. I've shown a few friends a couple of launches and they are routinely surprised at how complex of an idea attaining an orbit is. These are people with advanced degree's that just never thought about this stuff. The difference between getting to space (sub-orbital) and staying in space (orbital), as well as seeing and perhaps understanding for the first time exactly what Geostationary orbit consists of. Don't get me started on relative speeds and docking. Physics theory in general become far more accessible after spending time playing this game. Relating real world analogs to game, or theory. The usefulness of the complex maths. This alone should have educators interested in KSP. The usefulness of Excel spread sheets in handling the data. As useful as orbital mechanics are in daily life, this game teaches you important basics of some very complex ideas. The fact finding and resource searching that all KSP players eventually need to do to overcome obstacles in the game. Like what you are doing now by finding this forum and asking questions. I would also add the exposure to an online community of people who are supportive and helpful, and not the typical online crowd. I expect that most educators would be excited to see this game, once they realised the potential for inducing the joy of learning. Cheers!
  2. Nifty spacecraft! How did you manage to mount the solar panels like that? One of my 'goals' of landing on another planet, would be to bring back a sample. Cheers!
  3. Trying to lighten the mood with a joke. I have no idea what is wrong.
  4. I could see a market for a purely atmospheric Kerbal flight game. Learn aerodynamics, weights and balance, Bi-planes, mono-planes, high and low wing builds, Builds for speed, builds for cargo, STOL, race planes, acrobatics. Have races, cross country navigation challenges, load lift competitions, etc. Very select market, that would completely insist on support for various flight control setups. Probably have to add pew pew pew... Make good enough fluid/aero-dynamic in game physics, and the game might be able to compete with the flight sim market. SPH would need some work to appeal to a mass market.
  5. Take and store as many science measurements as you can along the way. Launch pad, Kerbin orbit,Minmus SOI, Minmus high orbit, Minmus low orbit, and all of it again after you land.
  6. Set symmetry to 4, and attach 4 docking collars to a science lab, make sure to leave the hatch unobstructed. Leave yourself some room for docking by putting your solar panels as far away from the docking points as you can get them. Put some lights on your station as well, so if/when you have to dock in the dark you will be able to. Later on you may decide to add something, and an extra couple of docking points is nice.
  7. If your plan is to use it as a fuel station make sure to include some mono-propellant tanks. ( fly them there empty ). Some communication equipment, and lights. Data storage device, and some science equipment. Also a probe core, unless you want to leave a pilot there.
  8. I'm thrilled with the Extended Editions 1.01 patch. This game is awesome. I would rather any additions to this game didn't push too far and make it into a console crashing sim. The one glaring problem the console version has, that isn't mentioned enough, is the tiny font size that the game uses for orbital data. I play on a 60 inch TV, and I have to sit close to it to be able to read the periapsis/apoapsis data in real time.
  9. Launch a Science Lab/Space station into Kerbin's orbit, take all the science you can to it. Bring science from Mun and Minmus to it. Profit. If it gets full, you may want to send one Science Lab/Space station to orbit the Mun and one to Minmus. Again, taking all the science you can to each of them.
  10. PS4 I saw something similar. Your pilot left the ship, and you didn't have a probe core attached. As far as I know this shipnado is because the reaction wheels were still spinning... Try turning SAS off before pilot exits the ship.?. But now you have a reason to launch a rescue mission!
  11. Console players would definitely benefit from some sort of Mech Jeb Expansion. Really just some more launch and landing data in a window to keep me from constantly bouncing between map and close-up views. I would very much like to have a collect science tab. ( goo and science jr can stay the way they are.) Looking forward to any KSP expansion pak that come towards consoles, but I personally couldn't care less about having the mission builder. I'd love to see any kind of Console expansion pak.
  12. I'm on a PS4. I totally agree with this post. But I don't want to kill my machine by overworking it. Tech tree - Is mostly fine the way it is, but I felt as though I was always after that one single part. Perhaps the tech levels/parts could be broken down further for a more focused research feel. Construction time - I don't know if this is even a thing in PS4, but I'll suggest this; Once a design has been launched it's far faster to build again, minor alterations means it takes a slightly longer time to build. Biomes and Science Anomalies - The console players don't have quick access to an open google tab, so I love the idea of having the biomes and science features marked on my map. Perhaps make Kerb-net access a requirement to have interesting or unexplored areas marked for players ( once they're discovered by scan? ). Science really needs to give players a heads up that something previously undiscovered has been found. "We haven't looked at the Far side of the moon before... take some science". Perhaps the zones and anomalies might be on a toggle? Alarm clock - I'm still setting up my Minmus permanent base, Building a couple Space Hotels, and also looking to clean up some old and underpowered Communications satellites, I'm probably not going to warp 2 years or more away just to find a transfer window. Or to arrive someplace. I'll likely be doing all of my interplanetary stuff in sandbox later when I get bored. Transfer planner - Yes. As science and facilities are up graded, the planner becomes more precise ( not perfect, just less bad ). A page or tab with this info is needed in console game. Also a notification pop-up for planned missions. -As science is discovered and implemented, Things like; alarm clocks, transfer windows; biome mapps, anomalies, become more accurate. -Perhaps add a couple of these science things to the tech tree at 1-5 upgradeable levels. Milestones - Need to be far more clear. Perhaps a pop-up notification "The Grand Pooba of Kerbin wants a taste of Minmus by the end of the year." Or at least some kind of notification that a milestone is in danger of being lost to somebody else. As far as I know I'm the only space program on Kerbin, So I'm assuming everything new I do is a first. I'd love to have some in game methods of figuring out Delta-V. And transfer windows. ( add a mini game?) Life support might be a really cool addition to Expert setting in Console game, but I'd like to see some of these other changes first. PS4 controller needs to have a fine adjustment setting for setting some manoeuver nodes and for VAB/SPH builds. This is really a glaring problem, that I'm surprised exists. I Love this game! Cheers!
  13. There really needs to be some work done on the directional and fine controls for the assembly tools. I'm sure that it's likely user error, but I spend around an hour trying to replicate Temstar's base crawler for modular base building. I wouldn't exactly call my final product a sucess. Left stick is twitchy at best, and with no in game way to fine tune it's responsiveness I'm missing out on a large portion of the game.
  14. Look for a 'settings' tab on the X Box home screen.
  15. The offset tools in the VAB are... lets say, unintuitive. I cannot get any sort of fine control. Is there an updated PS4 console controls list somewhere???
  16. How are you controlling the crawler when it's not attached to a segment that has a remote guidance unit?? I'm using a PS4, so I'm guessing that the reason I can't open these craft files is that I don't have the game on PC.
  17. I've only completed the tech tree once, PS4 on normal career. I know next to nothing insofar as programming a game. But I do like the possibility of have a more difficult but guided 'contractor career mode'. I have paid little to no attention to the milestones. The Game is fantastic as it is, and every KSP player will have some ideas as to what they think would improve it. A few more space-station/Mun-base parts, and a few more skills/abilities for my Kerbals. Many of us are use to having a storyline to sorta follow and keep us motivated. Cheers!
  18. Sounds interesting. Make the tech tree work along the lines of "related science unlock". Player must take measurements at hypersonic speeds before being able to invest in unlocking highspeed flight. Player must encounter Mun's gravity before being able to unlock Landing legs. Player must rendezvous in orbit before being able to unlock docking collars. This sort of thing would probably work for the PC crowd, but might make my PS4 unhappy.
  19. I don't think things have gotten worse, it's way better. I'm playing on a PS4, they've re-ported and then patched the game, now it's a playable and excellent game.
  20. I really don't know the specific technical descriptions and terms, but here is my guess. I believe that the first part will not be correct. If the first Satellite enters the Mun's Sphere of influence ( SOI ) in it's orbit around Kerbin closest to the sun, and the second Satellite enters the Mun's SOI when the Mun is at it's farthest point from the sun in it's orbit around Kerbin, then the satellites will be travelling in opposite directions if they both enter over the North pole. For the second part, if they are in the same plane then they will always be in the same plane, and will not wind up going in the same direction.
  21. They appear to be in the same plane, but they are orbiting in opposite directions. They will eventually be in the same spot at the same time, but the game will probably not create an impact. If you are trying to send an orbiter to another planet, or one of Kerbins Moons, and want it to achieve a polar orbit in a specific direction, set up a manoeuvre node before you enter the sphere of influence and make an insertion adjustment burn. Make adjustments to the node until you have a polar orbit, then adjust the Peripsis altitude, if it's orbit is in the correct direction you're fine. If it's in the wrong direction Watch the Periapsis and reduce the altitude until it appears you will impact the surface, keep adjusting the manoeuvre node in the same direction until the Periapsis is back up to a safe altitude in the proper direction.
  22. You can use a long 'Modular Girder segment XL' and mount regular OX-STAT-XL photovoltaic panels.
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