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r_rolo1

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Everything posted by r_rolo1

  1. Well, it is discussible if we can't discuss the issue, especially when Harv itself chimed about the issue elsewhere .I do not find his argument very solid, though ( all in all, it resumes on his belief that people don't understand randomness, a proposition that ...well, does not show a lot of respect for the potential and actual buyers and players of the game, IMHO ) and it does not exclude part failure when it is expectable to happen, like when using experimental parts or when you're pushing the envelope ( we could have finally a use for the 100%-120% area of the throttle gauge ). Oh well ...
  2. All true, but look at what I was responding to I was just pointing out that his argument about mechjeb did not make sense, because we can't preprogram missions in Mechjeb ( something that the person I was answering to pointed out that was the bread and butter of most RL missions ) and directing to the mod that actually does that
  3. Well, basically every river in Kerbin is a BASE jump worthy place, because the rivers are actually very narrow bays at sea level. If you have mountains nearby a river it will surely be a good place for what you want
  4. Well, technically that is a argument to use kOS, not mechjeb, since mechjeb does not allow ( and it is not targetted to ) programming your missions before launch ....
  5. To the OP: The original idea for this game, as stated by Harv himself, was basically a 2,5D rocket launch into the atmo of a single planet that got on rails and 2D as soon as you left the atmo ... in other words ( the ones of ex-SQUAD MaxMaps ) a little more than a flash game , and more , made by someone that admitted that he only really learned about orbital mechanics while coding the game So, the game has been since the beginning being steadily drifting towards more realism and that is a good thing ( atleast IMHO ... I'm pretty sure I would not play "Angry Kerbals throw rockets to space" for a long time ) That aside, and adressing the actual OP point , I think that eventually most parts on the game will end being very close of RL counterparts ... simply because the similar laws of physics ( hopefully ) will force convergent solutions. Not necessarily equal, but surely close in terms of actual performance. P:S I do not understand the logic behind the test on the second option of the poll. Kerbal rockets are not whacky or even explodey, atleast not more than human ones: their parts are so overengineered for crash tolerance and heat resistance their rockets would not reach space in Earth and TBH I can't even do half of the crazy things that were done in RL within stock KSP ( say, like tethering two objects at diferent orbits to catapult the lower one higher at the expense of the other ... or, my favourite, how one of the biggest space agencies in the world used for decades as their staple ship a glider with custom engines with loads of gimbal bolted sideways to a rocket mostly pushed by some really big SRB Infact, the game doesn't even have SRB with thurst vectoring, something that predates the Apollo program :/ ). The whacky ones are us, not the Kerbals
  6. Well, I didn't said that the warp to morning button doesn't have it's uses , I just said that IMHO the terrain scatter was in line for some dev attention for far longer Last time the devs made any substantial change to terrain scatter was in ... 0.15, maybe?. That was years ago :/
  7. Yup, technically terrain scatter is still a WIP ... in spite of not being touched basically since planets were added to the game. Too bad, but I agree that it is something that should not be in top of the devs priorities ( but we can argue that it should probably in front of stuff that was already implemented, like the "Warp to next morning" button :/ )
  8. Well, Jool could have a liquid surface far down below. It would not be so much diferent of RL Jupiter, where the atmo most likely goes supercritical somewhere on the way down ...
  9. That would be nice. We definitely need some longer and sturdier landing legs in stock like the ones of the Falcon-9 1st stage, just for starters
  10. So, 1.2 is confirmed? Good to hear about the fairings as struts feature. It will surely cut my part counts And props to the QA team for finding those nasty bugs before us
  11. Well, as for myself, in spite of loving to rover around ( Kerbin is a very pretty planet even on stock ... ), I decided to abstain of rovers until the new wheels come out with 1.1 . The current ones are way too glitchy for long travels :/
  12. Yeah, great music ( and to boot, Mr Tin ( the composer ) is a rather swell guy ) and the graphics themselves in the intro were rather good even unmodded ( the "Blue Marble" mod made it even better ) ... Now that you say it, good ol' "Baba Yetu" would make a great intro music for KSP ... Hum... *starts digging KSP music modding threads*
  13. Well, I do see things a lot diferent of everyone else in here, I guess ... to me Kerbals are more advanced than humans. See, their parts have 100% reliability as long as you don't push out of the envelope and they were able to make a reentry worthy capsule out of paper products as their first space program part ( see the Mk1 capsule description ). Or the trees in Kerbin are made of tungsten or there is some seriously advanced paper making technologies there
  14. Well, answering to the OP, a mod becomes stock when the current dev team decides to insert their features in the stock game . About criteria the devs use to decide which stuff goes stock... well your bet is as good as anyone else, including the devs , since they already changed their opinion on several features more than once, and even on points they were and are very adamant they would not do, they sometimes ended relenting partly ( even on their most staunch denial, automation, the devs ended mimicking some of the mechjeb features for the pilot skills ( and did a mostly poor job at that, but that is another issue ) ) ...
  15. Well, with all of the above said, the current state of the game about RAM usage is that , due to some legacy decisions that probably don't make much of sense now, the game has both a subpar handing of part loading ( loading all the parts at game start does not make much of a dent when you have only a handful of them ... ) and it has a absurd number of scene changes due to bad UI design ( something, that given the issues with scene change the game has, is almost criminal ). You also have to add the fact that the game does not make use of the GPU as much as that, a thing that overloads the sole thread the game uses even more ( I'm pretty sure that my 2003 retired desktop would run KSP better than my current laptop because of that ...if the AGP GPU I have there could run shader 3 :/ and if the motherboard could use more than 2 GB ).... Hopefully the port to Unity 5 will solve or atleast alleviate most of those issues, though ...
  16. Rune, just a question about the HL-20 ( that I wanted to ask since I've seen it in the WIP thread some time ago ). I have done some similar glider return ships ( IIRC I have once posted somewhere in this thread ) and I know how hard is to do a glider with so little parts that will perform well with various fuels loads due to the dificulty of keeping the CoM in the same place. Being myself out of a KSP able computer, I just wanted to ask how well the HL-20 handles on various fuel loads ... or you have a hidden fuel tank somewhere to ballast things ?
  17. It's good to know that Bill got a beefier hardware to play his Bill Space Program save ( those Kpads can't really do anything useful, right ? :D ) and that he let jeb to give it a go :D Now, just a question: how did he got the First Person IVA mod working with O[B]k[/B]ulus rift for the flag planting part ? :P
  18. @sal_vager Well, I never said that the ingame aerospike should have the Isp values of the teoretical ideal aerospike ( that, among other things, has infinite lenght ;) ) or that the aerospikes didn't had flaws in RL ;) I just pointed out that the in game T-1 Isp was nerfed back in the days basically because the LV-30 and 45 were so underpowered compared with it ( you were here at the time, sal, so you must remember it ;) ) and it was never brought up to more realistical values based on RL tests. I also said that IMHO this should had been reverted a long time ago, especially since nowadays we can actually replicate in game some of the RL aerospike weak spots, like the cooling ( hence the fuzz there was about the aerodynamic aerospike ( that, BTW is not the case of the ingame T-1 ) ) or the non ideal performance in atmosphere ( that one is actually in game already , btw ;) )
  19. [quote name='Agost']AFAIK real aerospikes can have thrust vectoring by varying the propellant distribution inside the combustion chamber... and in some other ways Hope it gets added[/QUOTE] Don't wait for it :/ The devs aren't even willing to give it back more realistic Isp values ( once upon a time the aerospike actually had them, but it was nerfed due to gameplay considerations ( basically it was too good compared with the LV-30 and 45 ( hum , where did I heard that one recently ? ;) ) and everyone was only using aerospikes nd nukes. IMHO there are other ways to balance the engine nowadays , like for a example, aerospikes in RL are harder to keep cool than bell engines, but who am I to say such things ? :P ) and better not talk about other examples, like how there isn't a single SRB in game that has thrust vectoring ( or even how historically the devs always make them underpowered compared with RL .... )
  20. Hey, haven't you heard the news? Dres is not alone for atleast 5 game versions In fact it might be the planet in game with more company now
  21. I , for myself, would like to see Moho. There is a certain Kerbfleet officer that is deathly afraid of the Mohole, so I guess that he has to face his fears
  22. Why does every Jeb pic is see with him in the command chair has him with a grin that looks that came out of Dr Strangelove? Anyway, slow clap *111
  23. As long as you have girders ( aka, since the start of career ) you can clean stuff out. Just make a inverted cup with them on the ship and drag the debris to a suborbital trajectory BTW this was the standart way of "docking" before docking ports were added to the game
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