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i dont know how to forum

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  1. Ooh, love the look of this one. Extendable nozzles should allow for some interesting designs, hopefully we can pack them into smaller cargo bays and shrouds.
  2. Reposting my questions from last AMA, as they seem even more applicable here: Many of the more advanced technologies coming later in Early Access fall into the "Way Too Useful" category, as mentioned in the Engines Archetypes dev diary. We've just barely started to see the tip of this with the addition of the SWERV, which currently renders the NERV near-obsolete. What are your goals with regards to balance for these new technologies? Is the intent for late-game parts to essentially replace early parts, or for lower-tech solutions to still be viable and necessary in the late-game? This also applies the other way: how do you intend to incentivize the use of certain "Way Too Useful" technologies to their full potential? For example, torch drives should allow us to reach other planets in a fraction of the time, but there is currently very little advantage to getting somewhere quickly rather than simply time warping through a multi-year journey. I'm also curious about how you handle balance with regards to approachability, depth, and realism. There have been many requests over the years for more complex and more realistic mechanics in the base game, including life support, radiation, more realistic aerodynamics, part failures, interstellar material, relativistic effects, communication delay, and more. Some of these could make great additions, while others could be needlessly punishing. Realism in mechanics can lead to more fun and emergent gameplay, but it can also discourage both new and experienced players who become overwhelmed by the complexity There's no consensus on which of these features would actually benefit the game, or how they should be implemented; ask 10 players which is which and you'll get 11 different answers. What are your goals for gameplay balance here, and how do you decide what additions will or won't benefit the game?
  3. The main advantage of the ion engine is its incredibly high ISP. Nothing else even comes close. You can build small ships with insanely high delta-v and go anywhere you want. The main disadvantage of the ion engine is its incredibly low thrust. Nothing else even comes close. After patch 1, even the RCS thrusters have higher thrust than the ion engine. KSP2's acceleration under time warp makes extremely long burns viable, and the new reactors are able to provide constant electrical power to the engines even without direct sunlight. This makes ion engines far more useful, but I still wouldn't recommend using them for more complex missions such as this one. Being unable to rotate while under time warp makes long burns more difficult. Long burns are also less useful in the limited space of a planet's SOI due to the curvature of the orbit. My current predicament is that I have to rendezvous two craft in very different orbits entirely using ion engines, and I'm struggling to come up with a reasonable solution. Something I'd like to try in the future though is building ships that are able to switch between ion and chemical/nuclear thrust. Ion engines could be used for interplanetary transfers, while chemical engines could be used for short high-thrust burns within a planet's SOI. See here: http://www.projectrho.com/public_html/rocket/engines.php#shiftgears
  4. I agree completely with every aspect of this announcement and desperately wish it were real. I love the concept art so much.
  5. Been playing on my laptop up until now. Finally had the chance to test the game on my marginally better desktop today, and the performance difference is astounding. Flew a mint-chip flavored craft to both Mun orbit and Minmus orbit before returning to Kerbin. Experienced a very annoying maneuver bug but overall had a lot of fun.
  6. This is almost entirely over my head, but what little I do understand is really interesting. Thank you for the elaboration! It seems clear this is a lot more complicated than I had thought, but of course it is rocket science. As I understand it the devs are always on the lookout for more in-depth information on things like this, so I hope they see your AMA question and/or this thread. While I'm sure it's near the very bottom of the priority list at the moment, I'd love to see them continue to develop the plumes to make them even more realistic.
  7. The devs have talked about this, see the dev diary here with accompanying diagram showing high-atmosphere vs vacuum plumes: I believe this was in part inspired by a user response to a previous showcase of the old plumes here on the forums, which Nate showed an interest in learning more about: I'm nowhere near an expert and I can't really speak to the accuracy of these plumes, but it seems to me the devs have done their research. I haven't been able to find much in the way of images of engine plumes in vacuum, especially since in real life they tend to be mostly invisible. Best I've been able to find is this video of a VASIMR test in a vacuum chamber, which looks slightly hyperbolic to me.
  8. Well there's your problem, zero transparency means your rocket is opaque!
  9. I really should experiment with the paint tool more, but every time I try I just go back to the bare metal look. I really like some of the color schemes I've seen other people use, and you can get really creative with it once you start messing with individual part colors. Has anyone experimented with the transparency slider? I haven't really been able to get anything that looks good with it so I've just stuck with using it at 0 or 100.
  10. Many of the more advanced technologies coming later in Early Access fall into the "Way Too Useful" category, as mentioned in the Engines Archetypes dev diary. We've just barely started to see the tip of this with the addition of the SWERV, which currently renders the NERV near-obsolete. What are your goals with regards to balance for these new technologies? Is the intent for late-game parts to essentially replace early parts, or for lower-tech solutions to still be viable and necessary in the late-game? This also applies the other way: how do you intend to incentivize the use of certain "Way Too Useful" technologies to their full potential? For example, torch drives should allow us to reach other planets in a fraction of the time, but there is currently very little advantage to getting somewhere quickly rather than simply time warping through a multi-year journey. I'm also curious about how you handle balance with regards to approachability, depth, and realism. There have been many requests over the years for more complex and more realistic mechanics in the base game, including life support, radiation, more realistic aerodynamics, part failures, interstellar material, relativistic effects, communication delay, and more. Some of these could make great additions, while others could be needlessly punishing. Realism in mechanics can lead to more fun and emergent gameplay, but it can also discourage both new and experienced players who become overwhelmed by the complexity There's no consensus on which of these features would actually benefit the game, or how they should be implemented; ask 10 players which is which and you'll get 11 different answers. What are your goals for gameplay balance here, and how do you decide what additions will or won't benefit the game?
  11. Confirmed on Discord that notes will be tomorrow, and that the patch has indeed not been pushed!
  12. I'm not certain what you're asking for here then. You mentioned interstage fairings, that's what engine plates are intended for. You attach a decoupler at the floating node, it automatically creates a fairing between the engine and the decoupler. You then attach whatever you want inside the interstage (like the lunar module if you're making a Saturn V recreation) to the engine plate's interior node. Once engine plates are fixed in the next patch this should be structurally sound without struts. Don't get me wrong, there are certain cases where I want to be able to use normal fairings for this so that I have more control over exactly where the fairing closes. I currently have a rocket that uses a combination of engine plates, tubes, and unclosed fairings to get exactly the shapes I want. I don't see how multijoint reinforcement could help here though since the fairing isn't actually attached to the part, unlike with engine plates. This would definitely also be nice, but it's worth mentioning that tubes are just another type of fairing. I think being able to attach parts to fairings could be a really helpful feature, but it would likely require them to significantly change the way fairings are set up behind the scenes.
  13. For what it's worth, this particular issue should be fixed or at least minimized with the next patch: Engine plates are the intended way of doing interstages now, so this should help a lot. Personally I'd still like to be able to use normal fairings for interstages too (currently fairings cannot be closed against parts like the could in KSP1), and I'd like to see the tube parts be given interior nodes so they can be used as open-end interstages (the tube parts are incredibly useful but they would be so much more useful if you could place stuff inside them). More options is always good!
  14. After some additional minor correction burns, the INSPITE crew prepares for Duna capture.
  15. The INSPITE crew: From left to right: Patwise Kerman, flight engineer German Kerman, surface specialist Valentina Kerman, mission commander Tim C Kerman, pilot Orman Kerman, ion drive technician 0 days until next adventure. Bonus:
  16. Thanks! EUS and ICPS were definitely inspirations here. I've been tentatively referring to the crew module as Korion, but at this point the name might just stick despite not really being a replica. Personally I'd love to see bare variants for the methalox and hydrogen tanks in general, would be great for radial placement in vacuum and use in cargo bays (if they were slimmed down just enough to fit inside a cargo bay of the same form factor).
  17. Hey, nice to see one of my shots on there! (Photino1, craft over Duna). Some great looking ships and pictures here, I really like that Duna belly lander design. Love to see what everyone's doing with the game!
  18. The first days of the new Kerbal Space Agency have been somewhat chaotic. The agency had big plans for a Duna mission, even getting as far as to launch the transfer vehicle to orbit, but problems with flipping rockets, faulty navigation and camera tracking systems, and below-spec mission control hardware threw a pile of wrenches in the work. To make matters worse, the Duna lander had been thrown into a Kerbol orbit due to a series of onboard glitches, and only then was it discovered that Bill Kerman had stowed away on board! Between solving their launch vehicle problems and planning a rescue mission, the Kerbal Space Agency had their hands full, and the Duna mission was delayed indefinitely. Jebediah Kerman wouldn't stand for this. He wanted to stand on the surface of the red planet, and he wanted to do it now. Stealing a number of rocket parts and an experimental nuclear engine, Jeb and his personal engineering team threw together the Arizona Cowboy, a makeshift spacecraft with one purpose: Duna or bust! Unfortunately, due to an improper gravity turn and insufficient thrust, Jeb didn't quite make orbit and was forced to abort... After a successful recovery, Jeb was placed in a long quarantine process. Jeb was adamant that this was unnecessary, as he hadn't even reached orbit, but the KSC insisted: he would not be returned to the crew roster until his quarantine was complete. Meanwhile, the Kerbal Space Agency was busy. They hadn't quite resolved their launch vehicle problems yet, but through a series of workarounds, they managed to launch their own nuclear craft to rescue Bill. Jeb, finally released from quarantine, quickly got back to work. His engineering team insisted that the Arizona Cowboy just wasn't up to the task; its thrust and delta-v were just too low to reach Duna reliably, and now that the Kerbal Space Agency had successfully tested their own nuclear engine, why not just wait for their solution? Jeb only had two words in response: "More boosters." "More! Boosters!" Orbit! At last! Jeb had launched with no regard for transfer windows however, and he would have to wait in LKO for 180 days before burning for Duna. Sure beats quarantine though. Duna injection burn complete! Goodbye, Jeb! And welcome home, Bill! 282 days later... Prepare for EDL! Jeb burns what little fuel he has left; it's not much. Shouldn't the chutes have deployed by now?! Jeb frantically messes with the parachute controls... Chutes will not deploy! Ground approaching rapidly! One option left: activate landing thrusters! It's not enough! Its not en- ... Prepare for EDL! Jeb burns what little fuel he has left; it's not much. Chutes deployed! The Arizona Cowboy has landed! Seems the landing thrusters were unnecessary after all. Welcome to Duna, Jeb! "This is Jebediah Kerman. I have completed the mission objective in honor of our great agency. I will be waiting for your response. Transmission over."
  19. I was having this regularly happen with my rocket, and I think I finally found part of the cause (for me at least): jerk. Sudden change in acceleration. My tail fin would break off (but still be considered part of my craft, leading to the bug) when I pressed Z to activate my main engine once out of the atmosphere. I tried holding shift instead... and it didn't break off. Pressing X to stop thrust also made it break off, but holding ctrl didn't. It's a very irritating bug, but holding shift/ctrl instead of using Z/X seems to work for me, and hopefully it helps others too. Out of curiosity, does this bug only happen with the procedural wing/fin parts? I'd be interested to know if it happens with other parts for people
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