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Arran

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Everything posted by Arran

  1. I logged now about 700+ hours on KSP, landed about everywhere of the stock planets in vanilla KSP and Modded, and toying now with usermade planets, and i'm still learning stuff. I think i finnaly can say i'm n00b off and can say i'm expierenced now .. The day i can calculate DeltaV, understand TWR and what relation ISP has to it all without mods that do that for me, and actually grasp all the info i getting from various sources, then i start considering myself expert status
  2. Not entirely true, i get my ships lately into orbit in one continued burn (i started with this, when i learned NASA rockets, coudnt turn off their main engines, and thus for immersion sake, i wanted to do so as well) How i do this, once i pass the 10.000 meter mark, i start to make a normal gravity turn to 45 degrees, and keep this going till i pass the 30.000 altitude, and then continue to follow the prograde marker on the navball, then when my AP gets around 45 seconds, i pull the throttle back, and lower my AoA lower to around -10/-15 degrees and keep adjusting my throttle to stay on the 45s distance of AP and sometimes my AoA angle by a few degrees as well, near the end my throttle is often allmost down to 5% (lowest setting of the throttle) And keep this up till my circulazation is done. In KSP its maybe not the best way to do it, since we can reignite a mailsail whenever we like, but for immersions sake thinking a mailsail cannot be restarted, its the only way to do i think
  3. On Average an AAA title takes 3 to 4 years to make, of witch you only get to see teasers, and dev interviews full of Hype, and broken promisses (Peter Moulinoux anyone ) and have often a much larger team that work on the title. You (well, by example more) started to play the game at its earliest development, an stage you barely see without early release games, and SQUAD took a huge risk with this, considering 70% of gamers have no clue what comes around the corner in making a new game, especially a game that is in unchartered waters, unlike some AAA titles that emerges from prequel after prequel, and becomes with each new version shallower and buggier due maximizing profits over gameplay.. Considering all this, and SQUAD aint doing bad at all.. I am following several Early Acces games, and updates are on those even alot sparser, some of them i considered abbadoned, to see after 8 to 10 months a update, or even seen completely rewritten games at it core because the devs ran into unsolvable problem, and took several months before they found a sollution (rewriting 60% of the core code) My opinion of KSP, its a great game, it took ages, but finnally an inovating new genre game, that isnt build around killing a mindless stream of NPC's but is far from finished, and has some fundamental design flaws like a bad UI, lack of in game information and such. But as long its not 1.0 i cannot be to much bothered as long these issues are beeing adressed in time (prolly near the end). In all i had more fun with this $8 game (i know price went up in time) and still play it, then i had of many TripleA games.
  4. Actually, when i play KSP, i feel like a kid again, that had a huge box of lego for his birthday ..
  5. Most games that are 64bits developed, arent multiplatform like Unity is, its often the Big 2 (Windows,MAC) and a smaller amount of Linux developments. In Unity, its also Andriod, iOS, PS3, WII, i think they advertise with 10 different platforms where unity runs on. And not all are 64Bits capable. And i can assume they open with this much supported platforms a whole new can of problems to solve.
  6. From the Developer of FortressCraft : From my understanding, they use partionally Unity, IE, Redenering, Sound, input and LIMITED physics, all other stuff is run outside Unity on other cores, including the rest of the Physics.. Now my understanding from chats i had bout tech stuff in KSP, is that LIMITED part is actually in KSP allmost near the whole game, without the means to load-off the physics outside Unity.. Exactly the same issues have the Devs at Pathea with Planet Explorers, also struggling to get the 64bit Unity engine to work.. You could ask, why do Pathea and Squad not do the same, and load the Physics outside unity, thats answer i have to keep in the middle. But at least i know for certain, that FortressCraft isnt running Unity 64bits, but partionally like KSP/PE 32bits with outside programming to complement the stuff Unity wasnt able to handle, thus they ran prolly into the same problems, but solved it by thinking outside-the-engine (pun intented)
  7. Now i dont use Mechjeb, so landing right here was an amazing Lucky shot from an Duna flyby mission (think it was 0.21, there was no science noticable by the lackoff science modules on the pod).. Only time i came close in 0.23 was from a Mün science mission, and landed right in front of the VAB Only mods used, FAR and DE.. These landings are for me an huge accomplishments and made me finnaly learn how to keep landing at KSC..
  8. use the tweakables, you can turn pitch/yaw/roll/gimbals off add them to an action group.. Problem solved.
  9. I like to think, any rocket that doesnt crash, blow up, runs out of fuel before its destination can be considered perfect
  10. Now i cannot really say i'm a Linux expert, i can use Linux, and know how to do my stuff in Linux, but thats it, and mostly out of curiosity i installed Linux to see the difference between KSP under windows and in Linux with the x64 build. But i see preformance differences but not as much currently as some might think it would bring it its current state, biggest thing i notice, is the slighty increased number of parts i can use before lag kicks in and the number of running flights i can have before the game bogs down. My theory is (and i coudl be really off here ofcourse), like sal_vager mentioned earlier, is due the fact that physics is run on a single core on windows and linux alike, with the difference that in Windows other processes in KSP are done also on that core, but in Linux these processes are distributed over the other cores, making everything run a tat smoother overall, giving room for more parts and mods and one core that doing most physics calculations, but i could be utterly wrong here on the techical stuff here.. In general i cannot really say my Linux version of KSP runs much better as the Windows version, or even the 32Bits Linux version, there are some improvements, but i really cannot say its by all a huge improvement, and i have not enough mods running to pass the 4GB ram limit, so i cannot say if here is any improment to be seen. So my limited expierence atm with Linux and KSP/PlanetExplorers on Linux i must say the difference between the game(s) on Windows or on Linux are currently minimal at best, this ofc can be due the simple fact, that unity is the limiting factor here and that even for the x64 client of both games, still alot of work need to be done on Unity to make up really an difference.. I also have to mention, as someone also mentioned, i notice some shadow and texture differences, and cannot tell with certain if this is driver related, unity related or KSP related, but shadows are flickering, and other minor graphical oddities, foremore some planets seem to have some texture errors. but these are minor glitches foremost and happen as well on the 32bit KSP on Linux.. So this isnt due the 64bit version itself nor it doesnt seem to have any impact further.. I speculate its the Nvidia driver i used might be causing this foremostly. An other maybe better example for me, might be iRacing, this Racing Simulation made a year ago the switch between 32bits and 64Bits, and the game really got due to it use preformance boost, currently its makes use of DX11 graphics and it runs better with larger number of cars on the track rendered with alot more graphical upgrades and still i get better FPS as it had under DX9 with 32 Bits with smaller amount of cars rendered. The moment iRacing switched between 32 and 64 it was very noticable, unlike atm the switch for me between KSP 32 bits and KSP 64 bits. This makes me think that the like mentioned the x64 Unity engine still like stated is highly experimental and still needs alot of tweaking and work alltough the x64 version seems to run very stable on Ubuntu, but preformance wise the difference is marginally, unlike iRacing had when they made the switch after a long development time of the 64 client. And also not forgetting, in case of iRacing we are talking about a "specialized dedicated to a single game engine" vs a general engine used for many games on several platforms as Unity is, with a whole different set of problems to count for. Now i know someone with more knowledge of this prolly will correct me on most i write here in technical details, as i said i started to use Linux just resently as experiment, and only can share my observations and speculations. And i am certain others can explain things alot better in detail as i can,
  11. You can build a awesome Rover Cockpit with the steering wheel
  12. Only last words i say when things go spectaculair wrong is "CHIT" or "CRAP!!!!" I know, i am a man of not so many words ;-)
  13. If my memory serves me right, i think i bought the game at 0.16 or 0.17, there was no docking, we still had the old launch tower and no manouvre nodes but i could do EVA's .. Found out on KSP on a forum of iRacing, someone was posting about a fun new game he had discovered, i downloaded the demo and got hooked right away. Dispite my Addiction to online car racing, and had spended ALOT of cash on my racing setup and subscription, KSP made me totally forget bout online racing, and played the game for over a year in a row. Trying to manage to get into space, getting to the mun and all that stuff.. Only the see the game become more "mature" by the added features making it more and more fun to play. At first i needed MJ to make my flights work, to get to the mun and all, but more i learned, the less i started to rely on MJ. Nowerdays i have the most fun with a "specialized" KSP with mods added that i think of should be "stock" features, like Kethane en Remote Tech, FAR and Deadly Reenry. and a few mods that add some features like a enhanced Navbal, and the IVA glass cockpit.. There are moments (right after a new build) i play vanilla again, and even then the game is so much more enjoyable after each new build, that i just know i will be playing this game for a long time, even though admittingly that i take breaks from the game time to time. due lack of time and other specific games i play. Still KSP is ever since i got it, my personal top 1 game..
  14. I ran across a other interresting animation.. This is a rather lenghty report of the Apollo 13 accident.. i thought maybe interresting to watch for you guys
  15. You can change the names (Sur/last name) in the persistent.sfs to anything you like, in case you didnt knew. Next to Jebediah, Bob and Bill Kerman, i have now Arran Kermanson, Keil Kamastrong and a Kandre Kuipers as regulars in my game
  16. My reversed staging rocket, worked on the first try, and worked to my supprise pretty well
  17. Wasnt it allready in the pipeline that kerbals would be able to "learn", i recall Harv to mentioned this feature to be implemented somewhere down the line.. Not sure that this is still so, or scrapped though. But i do like the idear that Kerbals become more "involved" into the game as they are now currently..
  18. There are moments i play KSP for days, even weeks in a row, then times i hardly touch the game.. TBH i hardly played KSP on between the release of 0.22 and only picked it up again at 0.23 release, just because i needed to give it a rest or i would start to dislike the game.. Allways amazed how "dedicated" some people are playing one game constantly, i can bring this up myself, and have to play several games.. Currently i'm playing again alot of Skyrim and Planet Explorers, and playing other games often give me bright idears again for KSP to try, and then i start to play the game again.. In my language there is an old saying "Verandering van spijs doet eten" litterly translated, "Change of meals makes you eat" what really applies to me with games
  19. Convicing people that believe in the radiation myths like this its nonsence, is like trying to convince a deeply religious person that god doesnt exists. No i dont agree we need Nuclear powerplants in the long run, at best i will go this far its a good temporairy sollution, till we have perfected other sollutions (IE tokamak, cold fusion) since we cannot solve the issues with nuclear waste, nor that every region is able to hold nuclear reactors due it geography, of wich fuskishima is a perfect example of the result of a reactor on the wrong place. I fullhearty agree we cannot depend much longer on fossil fuels, within a half a century i think it fossil fuels completly drained that it cannot sustain our enery needs.
  20. Depends what the mission will be.. Allthough i am inclined to go for some SSTO single stage launch vehicle, in some missions an old fashioned multi stage rocket would be more logical.
  21. I use whatever is needed, to get where i want to go. Like IRL, i have a default core rocket, that i expand accordingly to it payload, and at times it needs more.. SBR are light and pack a nice bit of punch. With the addition of tweakable thrust, they have even become even more versatile, so that i have allready made rockets with ajusted thrust in second stage, just because i fell a bit short. In general, i can say, it all depends on the Rocket, and the payload..
  22. The Station itself The Landing unit on the mun.. The Return of the lander Module after several succesfull science missions.. admittingly, this was one of my best returns on KSC
  23. I complete forgot about this old KSP, ever since i started to play KSP 3, The Kerballic Connection..
  24. Came across this image it all missions fpr 2014, doesnt seem mcuh is planned from what i can see from this.
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