Helmetman

Members
  • Content count

    243
  • Joined

  • Last visited

Community Reputation

111 Excellent

About Helmetman

  • Rank
    Spacecraft Engineer
  1. Mobile Version of KSP

    I can see it draining my battery faster then it takes me to let the dog out since KSP makes fried cpu and ram for breakfast. Maybe I can bake a egg on my glass Galaxy S6 cover while it's running hot. Then you almost finished your vessel but you forgot to save and your phone quits at which point you say to yourself "I never play this game on a smartphone again" Reading small fonts on the UI using a small smartphone screen is a no no. Swiping, tapping, multi touch rotating/moving and dragging to build complex VAB/SPH vessels Easy peasy, right? I know some people are smartphone gods and goddesses, but since most aren't the audience might be limited. So not a lot more people would buy/use it in my pov despite the TS wish that it might. How to steer the rocket? Well... You could use motion control to steer the rocket into a precise gravity turn viewing a tiny screen, or worse, tapping and holding arrow buttons on the up, down, left and right edges of the GUI to steer the rocket into a precise orbit. No mind upholding to precise maneuver node executions. My bet is that both options will be incredibly finicky, the latter more noticeably then the former. You might have moisture or grease on your screen and hands so you cannot select or swipe to kill your throttle so you go nuts but run out to much fuel at which point you'll have to revert flight having to face the problems I already mentioned by re-launching the thing again. Quick save/loading will solve the above, but there are endless commands besides quicksaving that might be similarly important to you. To which key tap, combo, swipe and/or menu setting options are these other options going to be addressed with? You would also have to add greater font to the UI so you can still read the navball but still allows enough room on your IPhone 8 screen to see the actual rocket in action. This will do better on a Tablet. If this gets done I think that actually playing will be reserved for tablets only. Which is fine, but I'm just saying. If hardware and battery capacity weren't a problem and we had good commercially integrated holographic hardware this will be a thing imho. But this is just my two cents, maybe there are less advanced ways to make KSP work on a smartphone/tablet. But I don't see this being done anytime soon.
  2. Real size Eiffel Tower

    Monsieur Eiffel: Sacré bleu! formidable!! Now land it on gilly, oh no you can't, the reaking part count
  3. Whats your favourite engine in KSP?

    I choose LF/O and High thrust. The thing is, apart from some crazy LF only designs that set of options gets you everywhere, other engines do not Ultimately, I like every engine, but I had to choose ... thus I like nuclear engines to because they're efficient (I would love IONs more then I do now if higher physical timewarp were a thing, yeah there's that mod, ikr) You don't use jet engines only either, unless your only building pure LF only spaceplanes. I also do spaceplanes. I rather get a heavy lifter RAPIER or for that matter LF/O spaceplane to LKO where I will jettison a mission specific payload rather then making a SSTO to everywhere. Of course many people do try to make the most capable spaceplane out there. To me it's just to finicky to overdesign a spaceplane so it can land on laythe, jettison payload and get back to Kerbin while I can jettison a payload in LKO who gets it there and back again easier and with more payload. But that is just my style of course
  4. I like this idea very much. But I don't think it will ever get done. Making a storyline is about storytelling and storymaking. It's a skill of fictionalism, and in professional video/gamemaking it often requires said specialist to get it done properly. The fictionalism involved requires schools of thought that benefit creativity and involve a mix of creative realism and pure fantasy. People who are more into actual gamemaking and the construction and coding of which are analytical and often left brained and do not possess either through genetics or through lack of learning the creativity needed for fictionalizing a proper story. Of course there's creativity in rendering images to make them look neat. Know that this is not the only specific department of creativity, and not the one I'm trying to refer to. Making games in the first place but also on the scientific basis of spaceflight is a very left brained kind of business, so are most people on this forum I take it. But yeah, there are plenty of artists on this forum to. Many people are notoriously both by the way. For a good, proper, balanced, interactive and well rated career storyline you need artists in the Dev team. Large gaming companies have the money, resources and intel to find, hire and work the skilled people necessary to meet features of creativity like a storyline for instance. I assume, Squad doesn't have/had this. Maybe they'd tell me that they do/did, but other games often have more specialized people in service who are much better at targeting the creativity necessary for the storyline goal. On top of this comes the fact that the career system is a little bogus, or rather becomes pretty much bogus after a few playthroughs after which you install mods to fill in the career gaps. So there's a actual lack in the whole workings of a proper career system that wouldn't even fit a storyline in its current state. So before adding a storyline, I would revise the whole career. This is a subject being discussed plenty of times. Besides pondering whether Squad will ever give it a overhaul at all, there's the discussion how a new career system would look like in the first place. Multiple ideas have been presented, and we haven't had masses yet to conclude a solution. So there's that. Summup... There's a discussion in how career should be overhauled by this community. This is what keeps chunks of people away from career. A storyline seems moot in comparison to that point. There's a requirement for a career overhaul to fit any storyline since the current state is a repetition of similar actions (I'm not sure how a story would fit in such a career system, you tell me?) We need the proper people with the right professions in the gaming industry to get it done (the writers and graphics artists, not so much the coders who works the Kernel, UI or the bug cleaning) And a financial incentive for Squad to even go there.
  5. Does KSP model ground effect aerodynamics?

    KSP doesn't model aerodynamics at all. It's just some lookalike half done twisted version of some airy/soupy goo that is actually a particle dynamics substitute that gives enough vague resemblance to allow people to utter the word aerodynamics during a full exhale. Not sure if the FAR mod adds this, or whether it's possible to mod these dynamics into the game. I do hope so
  6. What did you do in KSP today?

    @AngrybobH Thanks
  7. Kerbol star system (HIP 442101)

    This is a game, not a simulator. (besides it simulating things, that's just aside) If it were 1:1 we would need 10 minutes to get anything into orbit, which is very tedious for most people. I include myself into this category because I don't want to waste to much time on this. The Delta V requirements in 1:1 are also much greater. It requires very complex staging to do things efficiently and to get the same things done in the regular KSP. KSP has to be dumbed down so everyone with some faint interest in spaceflight can play it, not just the physicist and the aero engineer. Most people on here are, but not everyone is. If your into realism you can download RSS/RO.
  8. What did you do in KSP today?

    From which mod are those wing surface solar panels, or wings themselves for that matter?
  9. What's the most science you've ever gotten from one mission?

    @MinimalMinmus Only about 6000 myself, atleast in stock.
  10. This is a terrific thing. All this time I used a ruler on my monitor to show how the markers corresponded to one another. And also in flight please as is being suggested.
  11. The Steam Awards

    Yeah I noticed that
  12. How do i Create supermaneuver Plane

    There's so much to say for this. CoL as close to the CoM as possible. If you do it to much your plane will become very, how to call it, "wiggly". If that happened you did it to much. Enough rear vertical stabilizers. Panther engine!! It has high gimbal so it will add thrust vectoring. Dihedral main wings (gives more stability during roll) A tiny weeny bit of incidence on the main wings (reclined angle of wing against the cord line) not to much though or you get negative AoA at high speed, especially if it's a supersonic craft, if it's faster then that I would forget this one if I were you as it will only cause trouble with drag which this method is supposed to deduce if done correctly. Enough panthers so you have around 1 TWR in wet mode. This means you can always thrust yourself out of a stall without having to fight to get out of one even at dangerously low altitudes. Enough wings so you stay on the velocity vector even during high speed turns. To little wings and you'll steer of the velocity marker in a high speed turn causing you to stall. Play with pitch control authority. You want as much control on them so that you stay on the velocity vector when pulling hard (not to much not to little) To much of this and you might flip the plane in a sharp turn. This can be your intention. Now you know how to. CoM should be more to the middle rather then to the back, otherwise you'd need more excessive rear pitch control surface area that you (A) might not require and (B) makes the plane look bad, IMHO. Enough height and pivoting room on the main gear so you can do a hard pull from the runway without burying your rear into the ground. Make it a VTOL (if you so desire. It fits in with high maneuverability) using RCS in hover mode for extra roll, pitch and yaw control at very low or still airspeeds. Rotating with thrust vectoring can be done in a VTOL setup but it's a screwed up way to turn (not classified by me as a sound way to achieve supermaneuvering but maybe others have better experience) (PS: can also use reaction wheels but they're not my favourite choice since it's not really realistic in both the aeronautic and astronautical avenues of real life) Only saying that I care Airbrakes for a quick halt in mid air, maybe even in combination with spoiler settings on the available control surfaces.
  13. Words taken right of my mouth. In Mikes case, out of his ass... Nuff said,
  14. Didn't knew this myself. I'll keep learning everyday, thanks
  15. The Steam Awards

    My idea exactly Orchestration is the word. My bet is there are communities doing the same thing for their most faved games. Let's not trail by fighting what ksp is for.