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Brofessional

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Everything posted by Brofessional

  1. Back then we didn't have any of this newfangled "leg" technology.
  2. It received a new model several updates back, but the tri-coupler is one of the oldest parts in the game. From a time when there was only one size of parts.
  3. Radial engines are less than ideal in general. You always need at least 2 to keep CoT balanced, but it's always more efficient to use fewer engines. The Thud is only good for when you need a TWR boost and can spare the delta v, or for odd designs like shuttle OMS'.
  4. It's a pretty tedious mechanic, but also overpowered. Once you put a lab and a hopper on Minmus you can complete the tech tree wihout going anywhere else. However, if you use a life support mod the lab becomes fairly balanced. Fast-forwarding becomes expensive when you have to resupply the base constantly.
  5. It would be nice if we could get radiator panels in 1.1.
  6. I could be mistaken but recall reading that the water in KSP was so basic and un-water-like because typical water shaders only work on a flat plane, and KSP's water has to work as a curved surface due to the enormous scale of the game.
  7. Maybe, but I doubt it. There's nothing really going on there that's different from the exhaust your rockets create, just some tweaked settings and a different texture. Filling the entire sky with clouds that detailed would likely kill the framerate. They would have to be lower resolution and fewer particles.
  8. This x1000. Don't try to make some 12 engine monstrosity as your first SSTO spaceplane. One SABRE is all you need. It's true you'll need a larger craft to carry useful payloads, but you should start with just getting a single astronaut up there and back. The most useful thing SSTO's can do is not launching tiny satellites, it's shuttling kerbals back and forth. You can build a big interplanetary ship that you just park in LKO between trips and use SSTOs to recover the crew for just the cost of fuel; and soon you'll even be able to refuel the interplanetary ship for virtually nothing via asteroid mining.
  9. A, B, B On the second one though, I prefer to come in shallow and suicide burn instead of steep. It all depends on the vehicle though, if it has low TWR suicide burns are riskier.
  10. Alpha/Beta/Gold/1.0 doesn't mean anything in today's world. Those old cycles were important back in the day when you couldn't sell an unfinished game and release online updates. As long as the game is making a profit they'll continue to develop updates, so "1.0" is just an arbitrary number. Hence we're still getting major new features like fairings and a major aerodynamics overhaul, even though we're now in "beta". That said, given the timing of the Unity5 release and the amount of work already done on the upcoming patch, it makes sense to just finish the current update and to the upgrade in a later update. Upgrading to Unity5 will probably introduce a slew of new bugs which would just delay the release of the update. Not to mention it will take time for the developers to learn the new features of Unity 5.
  11. I've done everything but return from Tylo/Eve and land on Dres. Not that I lack the ability to do so, I just haven't gotten around to it.
  12. $0.019 if you only count Steam hours. Probably about half that, $0.008, if you count the time before it was on Steam.
  13. Made a smaller version of my last design. This one only takes 2 Kerbals to a station, but it's super stable and can do a Mun flyby.
  14. I love how this thing turned out; 18 Kerbals to 500x500km and back.
  15. It's certainly viable, you just have to balance the CoM/CoL.
  16. 64-bit Windows support might improve when Unity 5 comes out. In the mean time you can use mods like Active Texture Management and/or Load on Demand to lower your memory usage. You can also force OpenGL instead of DirectX, it uses less memory in OpenGL mode but the framerate can suffer. There's also the 64-bit Linux version of KSP, which doesn't have the issues that the Windows 64-bit version has. However, being Linux it uses OpenGL, so you'll still get lower framerates. Hopefully Squad will spend some time on improving the way assets are loaded now that we're officially in beta.
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