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N_Molson

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Everything posted by N_Molson

  1. Stock KSP batteries are far too light IMHO. Such stuff tends to be heavy, and even a small car 12V DC battery is suprisingly dense.
  2. This is the kind of things you do at the end of the development process. The objective of localization is to hit a larger audience, and then to sell more games. Its more marketing than game development. English fits this game very well. There is a lot of humor inside and it will be difficult if not impossible to translate accurately. And it never hurt anyone to learn English while playing.
  3. I don't agree there. I don't use KER or MJ, simply a mod ("Better Burn Time" that calculates very accurately the burn-time for the current stage. When it "realizes" that your burn will exceed the available Dv on that stage, it displays "~" before the value, meaning it becomes inaccurate from there. And that's enough in most situations. If you design your rockets and flight plans properly, you don't have to stage in the middle of a maneuver. Also, it calculates time to impact in a suborbital trajectory, and time to closest approach in rendez-vous situations. Let's face it, the default indicator is almost useless, so the "Better Burn Time" approach is an enormous improvement.
  4. Another great potential fix for 1.2.1 would be the Burn Time Indicator. Its been broken for ages, and it would nice to make it work properly. There are a couple of mods that do it perfectly, so it shouldn't be a problem.
  5. Seriously, it would be cool to polish little things left unfinished in 1.2 like : - Have different and meaningful MaxG / MaxQ values for each part (currently it is 50G and 4,000 kPa for all of them). It would really make the gaming experience better, and also having the same value for all parts screams "we had no time for this", which is very bad. - Some contract companies still have no description. A detail maybe, but it has to be done anyway. Those are really "low hanging fruits" as they say in software development (been there, done that...)
  6. Because Tuesday is Tuesday !
  7. Good one ! Definitively the "Kerbal Spirit" ! I love how Gene Kerman and Mohawk Kerman sip a cup of coffee while Jeb is "falling"
  8. - Life Support (the basics : Power (fans, heaters...), O2/N2, Food, H2O, CO2, Waste, need for a reasonable cabin temperature...) - Atmospheric effects (aka weather, some sort of). Perpetual violent thunderstorms on Eve, dust storms on Duna, some rain/wind/snow on Kerbin etc...
  9. Well, I'd say managers did their projections and now think that "max profit per month" has been reached. Any other expense on refining the game is a waste of money. $$ are already in their pockets, "see ya all the community, it's been a pleasure", and so on... The only think we can hope at this point to give this wonderful game a future is access to the source code.
  10. The Hype Train must be on the verge to tear the fabric of space/time lol
  11. Until very recently, Soyuz flights experienced extended radio blackouts. The last Soyuz modification finally includes a satellite link system, but that's a brand new thing. Blackouts are annoying but are not a huge problem in real life ('nauts have flight plans and procedures ; probes have programs that can run 'alone' most of the time).
  12. The FPS improvement is really impressive on my side. Well done ! Also the KerbNet system seems really great. I especially liked the "complete loss of control for probes" option in the difficulty settings. With even more polishing, that v1.2 is going to be a great one !
  13. I think the career mode is really interesting and an essential thing in KSP. I don't play Sandbox at all. It's why Squad took the good decision by letting the player choose between the different playing modes (career, science, sandbox). Because each player has different interests. Some are focused on world-building and search for something close from Minecraft, some others (like me) prefer the simulation aspects (physics, space program management) of the gameplay.
  14. Real-life fairings are quite heavy, even though they are made of composites. They simply would tear off under the dynamic loads if they were thinner. As said above, the values in KSP are Kerbal-scaled, so I'd say that 15 tons for a huge streched fairing like yours is ok. That would be like putting a huge fairing atop a Saturn-V in real life. The result would indeed be very heavy.
  15. Hello, I fully understand, really this is something I did only because I badly needed to have that simple info displayed somewhere. I'm thinking to add Inclination too. Period and Inclination are really essential parameters for satellite networks building purposes. The drawback is of course that adding more information goes against the original purpose of the mod, which is to display clearly the bare essentials. Well anyways, my idea was : if someone ever needs this, he'll be able to watch more orbital parameters without the rather heavy Mechjeb or KER, that's all. So I'll add a fork in the GitHub as soon as I get time to do it, then you'll do what you like. As a sidenote I tried to add 1/10 seconds to get even more precision, but miserably failed. I succeeded in displaying them on the format I wanted, like '12.3 s' but the issue seems to be about the refresh rate, which never goes under 1 sec. I tried to play around with the update rate value you set by default at 0.1 s (which should have been ok anyways), but without avail. However I notice that MechJeb & KER don't get under full seconds either, so I guess this is related to current KSP limitations not allowing that kind of precision (floating point errors ?), right ? Just curious as I had a bit of headache about it As another sidenote, the mod runs on my 1.1.3 KSP version, although I don't use FAR.
  16. I played around with the code and managed to add a 'Period' display that displays in min:sec your orbital, erm, period. I needed this to build a satellite network, quite handy. So, if DaMichel is ok and if anyone is interested, I'd be happy to share the modified code.
  17. That one is going to be extremely convenient for a lot of mods, and should indeed improve performance, cool !
  18. I thought about it, but then the contracts rewards would have to be adjusted accordingly to cover the part cost. And then I'd think that something like x4 would not be exagerated. The idea would be that those items are prototypes, built on-demand by a laboratory rather than an assembly line. Also maybe they should be more "fragile" to reflect the "in-development" status. Like less heat, Q, or impact tolerances.
  19. Just play and have fun ! Definitively not, though it could be refined a bit (there could be some kind of "availability" limitation for experimental parts) its part of the gameplay
  20. Because the ground-based dishes have MOAR power ?
  21. Thanks a lot, makes sense ! Yep, I'm using a "AZERTY" keyboard, and here we learn to use "..." for quotations, while the "QWERTY" standard uses '...' I'll be careful about that. EDIT : replaced all the " by ' in my craft designs, fixed all the problems. Nice !
  22. KSP: 1.1.3 Windows x64 Problem: When AtmosphereAutopilot (Boris-Barboris) is activated, spacecraft can't be recovered, and KSP freezes. The "RECOVER" button does nothing, same for "SPACE CENTER". The toolbars disappear. The simulation continues to run, but there is no other way than Alt-F4 to exit. It is still possible to use F5 or Alt-F5 for saves. Deleting the mod folder reverts the situation to normal. Mods installed: - Chatterer v0.9.90 [26 Jun 2016) - RemoteTech v1.7.1 [02 Jul 2016) - TAC Life Support v0.12.2 [02 Jul 2016) - AtmosphereAutopilot 1.5.5 - ModuleManager.2.6.25.dll Reproduction steps: 1) Launch a craft and activate AtmosphereAutopilot "Master Switch". That's it, KSP gets in a frozen state, and you can't recover the spacecraft or switch to the Space Center. 2) Launch a craft with any kind of crewed pod. EVA a Kerbal. Try to get him back. You get a nice clone. 3) Delete AtmosphereAutopilot mod folder from Gamedata. Resume your "frozen game". Everything is back to normal and the clone is gone. Log: https://drive.google.com/open?id=0B5brcxNWL4akYzJUY0hEYXNHU1E
  23. Hello, I'm getting an issue with the 1.5.6 "Dropbox Build". While it seems to work nicely on the fly-by-wire & autopilots side, it alas also revives the (in)famous "EVA Clone" bug. It's 100% reproducable, just EVA a Kerbal an board again (landed at Kerbin will do). Deleting the mod folder in "GameData" effectively slays the bug. KSP Version : 1.1.3, x64 Mods used : - Chatterer v0.9.90 [26 Jun 2016) - RemoteTech v1.7.1 [02 Jul 2016) - TAC Life Support v0.12.2 [02 Jul 2016) - ModuleManager.2.6.25.dll
  24. If you drive a motorbike, you put a helmet and should wear reinforced clothes. If you fly a spacecraft, you should wear a pressurized flightsuit. About the Soyuz launches, the Sokol IVA suit they wear weights 10-15 kilograms, is pretty much like wearing serious winter clothing, and could probably allow a short EVA, like an emergency crew transfer. In comparison, the Orlan EVA suit weights nearly 120 kilograms and is more like wearing a medieval knight full platemail, but provides all the required shielding and life support systems for more than 8 hours of EVA. I think it would be pretty cool to have different spacesuits for different uses (and different prices/mass) in KSP. As an example, the default one "MaxAbsorb Garment" has an extremely powerful jetpack, that isn't always necessary. They could also provide different levels of protection against collisions or "lithobraking".
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