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Aragosnat

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Posts posted by Aragosnat

  1. On ‎9‎/‎24‎/‎2016 at 2:21 AM, Benji13 said:

    Damn...

    That courage to stupidity ratio is harsh. Still cool :wink: 

    Yeah. Even hired him too.

    22 hours ago, Martian Emigrant said:

    Felipe?

    A friend of yours?

    That is the first name of the dev who created (had the idea) of KSP.

  2. One thing I wish I had help with is when I have more then 1 manuever to do within the same time and I had to choose which burn to miss. I have had this happen more then once as there is no stock way to keep track of all the burn easily without targeting each craft. This would also help with sending a fleet of craft at once for interplanetary transfers as it would help keep them all arriving at about the same time and area. Expecially if all the crafts are out of physic range of each other. The other would be for docking two crafts that are supposed to turn. Having another help keep the port aligned the way I want would help too.

    But, if I was able to manage better and design stable large 500+ part crafts. Then interplanetary trasfers might go a bit easier as well as making sure to check before setting burn times. Docking there is a mod for that. Other then sending Kerbals up, refueling crafts and doing their own thing. Not much to do other then play Kerbals at War with each other.

  3. 8 hours ago, RizzoTheRat said:

    Having put a network of 4 RemoteTech Komsats in to LKO, each with a Communitron 16 to talk to each other and KSC, and a pair of DTS-M1s to talk to Mun and Minmus, I plan to put in a couple of ground stations that will communicate with KSC via the Komsats, and with any distant missions via an 88-88

    So I build a little KomDrone that flies really well (installed MechJeb to use the Smart ASS feature for long duration atmospheric flights) with the intention of positioning 2 of them 1/3 of the way around the globe from KSC

    Y0Ujrh4.png

     

    Unfortunately it seems even facing directly backwards a communicatron 16 will snap off, so I have no way to keep control of the thing once it passes out of the 500km range of the DP-10

    All I can think of at the moment is 2 options:

    • A kerballed bomber that drops a comms station by parachute and returns to base (ETA: I'll need to work out how to activate it's antenna on a time delay for that to work)
    • A larger diameter body with a KR7 dish hidden in a service bay and keep pointing it at specific komsats as they come in to range

    Any better ideas?

     

    Simple spam sattelites that have relay antennas in orbit. Having 3 to 6  will be nice.

     

    But, today I played with SSTO planes in KSP 1.1.3.. No parts clipped abnormally. Just LF only tank with 2 400 elect batteries in cargo hold on a return flight back to KSP: 266DF57499F5AF1D94A987B28E26CD06ADE36105

    Had to use about 78 units of LF to reach KSC runway. Landed and bounced a few times before being able to not bounce and stop. Was close to going 180 m/s first time tires touched runeway. Other then that it flies nice.

  4. 2 hours ago, Stargate525 said:

    Its going to make motherships and refueling stations rather useful. don't need to land the whole ship anymore, just jettison the science pod and ride it down (with parachute and heat shield, obviously).

    Actually saw a streamer (DasValdez) last night send one from a 150 km Mün orbit down to Kerbin in with the Pe burried deep within Kerbin's surface. So no need heat shield currently. Just 2 droug chutes set to deploy when safe and the science box...

  5. 39 minutes ago, Veeltch said:

    I'm sorry to bump this but I'm a bit curious about something:

    I'm really starting to be concerned (actually, I'm already unhappy about them) about all those "balancing mechanisms". I'm not a software engineer, but wouldn't it be easier to recreate the career mode from the basics? Right now it feels very convoluted and a bit overwhelming because of all of the tiny "tweaks" and "balance mechanisms".

    I'm probably asking here for the reinventing of the wheel, but the current one seems to be square and doesn't allow for much steering (read as: progression flexibility).

    And to not sound whiny here's a suggestion: scrap the current strategies and introduce programs instead of splitting the world's firsts into records and milestones. How about a set of programs that progress more or less like this: The [nsert body name here] Exploration Program (first orbit, first landing and all the other world's firsts achievements) -> The [insert body name here] Scientific Program (by activating this the game offers missions that focus on scientific experiments meant to be performed around the body of interest) -> The [insert body name here] Colonization Program (this one asks you to establish permanent bases and stations, bring tourists, mine ore and things like that on the body of interest).

    The arrows here represent the progression of programs. Each completed program would unlock another one, but players could always go back to the previous ones (if they had for example only 80% of it completed and wanted to do more).

    I guess it's more or less how the Strategia mod does it, but the important thing here is the progression of programs and the things they are focusing on. Also mind that it's a very rough sketch of what, at leas IMO would enhance the career mode.

    Please don't make us play with the current strategies. They are useless and tweaking it all the time by introducing even more subsystems is not going to make me play/use it. It would be the same system with different numbers and more modifiers. "More of this and less of that" won't fix something that doesn't work. And that's what we've been getting for the past few updates.

    Yeah. Have to agree with this and what others have mentioned in the past. Part of the problem with why I'm not using them much is. Needing to maintain high rep if I want to use any at 100%  seems a bit silly with the other requirements when using the slider as well as not being able use 100% right away. Add in needing to upgrade the complex to use more stratagies as well as the variable rewards ( due to slider limitations on building size ) makes it even moar of a head scratcher.

    Think it would help to get Funds and Science into the negitives as well as getting rid of needing rep to use the sliders as well as being able to go 100% on the slider. Another thing that could help. Is having a need to use them. Besides the start once then forget about it stratagies. Strategies should be reflecting what type of contracts we get and can see. Not by rep or which place you have to visit first before getting explore x or fly-by x....  The only thing rep should affect is the pay/challange level of contracts other then the get only once contracts (fly-by x,  explore x moon/planet ones, etc).

  6. 37 minutes ago, AlexisBV said:

    What's the point you're trying to make? In KSP, a ship that works for Duna will certainly not work for Eve (though a ship that gets you to Eve and back should be overkill for Duna).

    The point I believe he is trying to make is. In NMS all ships can go to the same place. The only diffrence like is. How long it takes you to get there and how much you can carry. While in KSP you actually have to plan for it and design a craft that can handle the the planet/moon in question.

  7.  

    11 minutes ago, Kermanzooming said:

     

    I have unlocked basically all the tech tree, but I have avoided all flight related technology.

    I'm so bad at planes that I avoid them, which makes me have no practice with them which makes me bad at it...

    It's something I should really devote time to, I definitely could use a SSTO to build my Duna ship.

    Yeah. I got up to panthers. If I felt like trying I would upload it to let you play around in sandbox. Just really tired right now.

  8. 4 minutes ago, Kermanzooming said:

    I hate Kerbin; although I have tried countless times, I have been unable to complete the Kerbin ground and low level flight contracts when the sites where far away from KSC.

    I know that feeling. Till you get a plane that works it is annoying.... I do have a plane that is steady to fly and can reach half way around Kerbin.. Just not sure what tech level you have.

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