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Just a random person

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Posts posted by Just a random person

  1. 39 minutes ago, Strawberry said:

    Honestly this is what kerbals deserve for using car based infrastructure. It should be demolished entirely and replaced with more sensible forms of transport like a monorail

    I agree, car infrastructure doesn't make any sense. KSP is about rockets and everybody is going to be flying to places, so I think it would be smarter if the KSC invested in some rocket launching, landing and refueling infrastructure instead. Perhaps some runways too, for winged aircraft and such.

     

    Idk, might be a bit far fetched now that I think about it

  2. 6 hours ago, Nirgal said:

    They also released promotional material which showed Duna with ice caps on the equator, and said they did it for cinematic purposes. I'd say an eye-ball planet is strong enough evidence that Puff is tidally locked, and that any 'discrepancies' will be fixed

    The 90⁰ rotated Duna was in an animated trailer (and we know Duna has ice caps anyways), but we have seen Puf's ice caps in actual renders although a tidally locked planet should not have polar caps at all. I don't think the devs would have put ice caps on the planet, regardless of the rotation, if it was known they would be removed later. 

    Also iirc it was confirmed that the eyeball shape is a large impact scar, so there isn't really any strong evidence for it being tidally locked

  3. 50 minutes ago, SpaceCheese said:

    There's already been talk about electric propellers, but what about normal air-breathing prop engines?  It would make sense to have them because planes before the jet age used propellers. In ksp1, you could just get a small jet engine early in the game. I think the player should start with prop engines and have to work up to jet engines. In real life, electric prop planes exist, but air breathing ones are more viable and more common at the moment. Also, I feel like you should just be able to attach a propeller and have it work, and not have to program it like you do with the breaking ground props.

    I think those should be a mod, not in the core game. KSP1 and 2 are games about rockets and space exploration and imo the tech tree should start at about 60's tech or equivalent (propably later in KSP2). Also, electric propellers are useful on atmospheric worlds without oxygen, air-breathing ones are not.

    Don't get me wrong, I love building propeller planes in KSP, but because they don't really have a place in space exploration (unlike electric ones) I believe they should stay in mod territory

  4. 11 hours ago, Wubslin said:

    Straight and angled RCS jets/duos/quads that are mounted flush, like the nose RCS on Shuttle. I have no idea how that would be implemented what with needing to make the root part be partially transparent and all so that a visual cavity could be built in. Kind of a reach!

    8656588195_34620d19ec_b.jpg

     

    A mod for KSP1 called Internal RCS exists that does exactly that. The transparent cavities also work with something called a depth mask (please don't ask me what it is and how it works, I'm not a coder) that iirc at least restock and internal rcs use, so it's actually not a reach at all.

  5. 18 hours ago, shdwlrd said:

    In vertical flight in a tailsitter rocket, (not a helicopter or horizontally designed VTOL) how do you tell by looking at the navball which direction is forward/backwards?

    In a tailsitter, forward is the nose or top of the craft, generally pointing towards the sky, and is represented in the navball by the orange marker in the center. Dorsal ("up" if the craft was sitting horizontally like a plane) is the side with the hatch on all pods and lander cans, and is the top of the navball (the part with the velocity readout). Pitching up makes the nose move up "towards" the hatch, or dorsal side if you want to use the fancy terms. On the navball, this looks like the dorsal side (top of the navball) is moving towards your nose.

    18 hours ago, shdwlrd said:

    Which direction is right or left?

    Right or left side of the navball.

    12 hours ago, shdwlrd said:

    If I press W, which way is the navball going to rotate? Will it move along the 90º marker? Will it move along the 45º circle? Will it move to the diagonally to the 180º at the horizon? Or zero 0º at the horizon?

    Like this: Arrows show the direction of the navball's rotation, crosses show the points around which it rotates, and the orange is the path that the nose marker is going to trace on the ball (the bottom of the ball will move towards the nose).

    Simply put, the ball will move vertically from your perspective.

    sagZBAW.jpg

     

    Same with yawing: like pitching but rotated 90 degrees.

    The ball will move horizontally from your perspective.

    B6IkOgZ.jpg

     

    Finally, rolling left (pressing Q): Navball rotates around the nose, direction of the ship doesn't change.

    oLF6f75.jpg

     

    12 hours ago, shdwlrd said:

    Also, how hard would it be to show in text form; Pitch +46; Yaw +91; Roll -90 from the 0,0,0 on the navball?

    This I agree with, numerical readouts would be nice. However I think it would be easy to confuse the pitch coordinate (angular distance from horizon) with the pitch axis of the craft, which are different things (and in this particular case would be perpendicular to each other).

    This again comes back to your original problem of the UI being hard to read if you aren't familiar with it. In the example, your heading is P+46, Y+91, R-90. What direction do you have to turn to change your pitch to 0? If you're not familiar with angular coordiantes, you'd  initially think to pitch down to reduce the pitch number. Actually you have to yaw right, because here the pitch coordinate is not the same as your pitch axis.

    If you then accept that you have to learn to read a display in a certain way to efficiently use it, there is no real problem with a navball either. All the important information is there, you just have to know how to read it. It's the same with all displays and UI formats and whatnot, the navball is just arguably the most efficient one for spacecraft.

  6. 9 hours ago, Strawberry said:

    That image is probably the devs making a dres doesnt exist joke, but if its intended to be a gas giant 2 hint and it got added to the game, and they genuinely forgot to include dres I will laugh very hard.

    We know Eeloo's orbit intersects Jool's so the planet labeled '???' is actually Jool and the one labeled as Jool is Dres. Also I think the text was added afterwards so the devs weren't even making a joke

  7. @shdwlrd

    I agree that the ladder display might be the best one for flying planes because pitch is easily the most important of the rotational axises.

    For a spacecraft, pitch and yaw are equally as important and they should be represented as such. If your lander starts tilting left/right or forwards/backwards, all of those directions affect the lander similarly (the lander's top tilts towards the horizon). I want to be able to see both pitch and yaw at the same time and the same way, which is not possible with the ladder didplay.

    It will tell me precisely how much I'm pitching but doesn't really care about the yaw, which makes sense when flying a plane but not when flying a spacecraft. There's a reason why ladders are used in aircraft and navballs in spacecraft irl.

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