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Arran

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Everything posted by Arran

  1. Or EvE online, each update sounds like an new Expansion for the game..
  2. On the ground with 0m/s closing speeds the docking ports doesnt seem to connect at first.. I have expierenced this myself occasionally as well with test setups Try to wiggle a bit, preferable in a vertical motion to get the field activated.. Its a tat annoying but alas its the way how it works.. Sliding 2 ports like this somehow hardly ever seems to get the field working for an connect.
  3. Black Hole, translated into dutch is "Zwart Gat", and a Gat is sometimes also slang for anus, allthough i dont know or ever heared of anyone that thought the term was offending. But the french one i just heared for the first time..
  4. I've seen an many flying saucers in my lifetime, and i know where they are coming from, its really not a huge secret.. ... Nothing special to it, when the missus gets really deeply angry at me, the flying saucers all come from the kitchens cubboard heading towards me!!!
  5. You games (and persistent.sfs) should be located in the ksp\saves\save_game_name directory.. Ships are also stored there in an seperate directory, same for the saved Subassemblies Since 0.20 mods are stored in ksp/gamedata with the KSP/PLUGINS and KSP/PARTS directory as legacy backup for older mods, but by now with 0.23 it can be considered obsolete. So for backup purposes, you only need the KSP\GAMEDATA\MoDs without the SQUAD directory, what contains the stock parts, and KSP\SAVES for backup.. Never played the Demo, but i assume it works with a simulair structure..
  6. From small to large the Metric Prefixes on how we call them at least in my country, i might forgot one or two.. The underlined ones are the base prefixes. Weights Miligram Gram Ons Pond Kilogram Ton Distances NanoMeter Milimeter Centimeter Decimeter Meter Hectometer Kilometer Volume Mililiter Centiliter Liter Deciliter Hectoliter
  7. No, you are incorrect in you're assumption.. 0.22 save just work, nothing fancy that has been added that will break compatibility of savegames.. What you... just take a look in the patchnotes, most noticable, the optimalisations and science overview.. BTW, did i mention the optimalisations, and the science overview, and dont forget, the optimalisations and a reordered techtree, and tweakables and..... much much more.. And ow, i allmost forgot, they added some nifty optimalisations
  8. Amazed noone mentioned Jean Michel Jarre's Oxygene Part II... Maybe due the fact i'm old allready If i ever going on board of a spacevessel, i will have this melody on auto repeat
  9. It got me to the mun surface and back, it had enough fuel to make a dirty drop landing on Kerbin. This was before 0.22 (think its build 0.20) so it mostly parts relly needed, and vanilla made, and no dead weight Science parts on it. And yes, this one worked the first try amazingly, idiots luck mostly i think ;-) , needless to say there where many MANY prototypes before this one that failed miserable :-D .. It build it due, that the rocket i nomally used was top top heavy, it tumbled, or i had to make a really heavy lifter, so i got the idear to make the Lander the main engine, so i could keep the top as light as possible, but it a nightmare on fuel rigging, and like i said it took many tries to "make" it work, but this came up, and it worked like and charm.
  10. My first rover delivery systems where way to much overengineerded, with the landing rocket in the way of the rover. So i came up with the simple sollution to make the lander itself the "mainsail" and reverse the order of stages, going from top to bottom instead of botton to top order. The complexity of the launch doesnt really show here, but amazingly it worked on the first try..
  11. Boosters have no Gimballing, and have such a high thrust it only go one directions, and that they go they are pointed at.. What means, they need to be perfectly aligned, radially and horizontally.. Also it means if your rocket it top heavy, the weight of the top is pulling onto the rocket and can make it turn, this happens alot at the first stages when you dont have reactions wheels to counter this available.. Spinning around its axis, can mean your rocket isnt symmetrical, and without wheels to hold it in place, the rocket can start to turn around it axis. Due the fact riding on boosters without wheels, you have no control for the duration of the boosters, since the torque of the MK1 cockpit is not strong enough to push the boosters into an direction.. But keeping things Radially and Horizontally aligned and symmetrical should solve the issue, later on when you have acces to wheels, this comes a tat more foregiving.
  12. I allways have a spare battery fully loaded with its power set to off as backup, in case off.. Also with power drained, you allways can enable the engines, so you gain control again to turn the ship into the sunlight, if you dont have extendable solarpanels that are in the light, minimun thrust is enough to gain control. Extendable panels somehow with me can be extended even with full powerdrain.. Also Probecores allways seem to keep draining power, so keep this in mind in designs, same counts if you use Remote Tech2, and have active Antennas, they keep draining power (except for the omni's).. reaction wheels only use power when they are "working" so if a ship is in rest, they dont consume power even when they are engaged (something i dont think is right) At least these are the things i allways calculate into my designs, and how to regain control.
  13. Well, at least, essentially i never will archieve the "perfect" orbit, no matter how perfect i place them. Guess i need to (what i in a way allready did) make the network so, that i allow "drifts" and add sattelites to compensate for the drifting, and if they drift too much out of place, i correct them, and maybe cheat a bit like Murph said, in fixing them into place, hoping i never get too close to them to "activate" them again, not that i really need to get near them again for a reason, in a worst case scenario i would get close on a launch flying past them. At least thanks for the insights, i can work with this, guess redundency is the key here then.
  14. Now i know (to a degree) know how to get my sattelites in a Geostable Orbit, i have them finetuned on 2868.4 orbit, and made certain the surfacespeed is 0. But after a few weeks/months ingame time, they start too drift again with variable speeds, some sats sooner as others, but eventually they all off again by a several hundres meters and gain groundspeed again. So i need to "finetune" the objects every so much weeks ingame time.. What becomes very maintance dependent, and boresome// Now i compensated this by adding more Sattelites, but this doesnt solve the spacings between them, that at first are all neatly spaced but after a while the spacing become more or less between them, but at least the added sats, prevent a link loss with KSC.. Is this due some error i made in placing the Sattelites, or is this due gamemechanic imperfections (ie float roundoffs) or such that i just cant keep the orbits perfectly stable over an lenght of time..
  15. The west have the tendency too overengineer things, the shuttle is a full statement of overengineering. A marvoulous piece of equipment for it days, but on its end it was horribly outdated, too expensive and lacking, and dispite the fatal accidents, its was for along time a stable platform.. I still think the two accidents with it, where primairly caused by NASA's dwingling funds, so hings had to go cheaper and cheaper, and with a complex over engineerd piece of machinery, that is an deathsentence. Then when real lifes are taken, its the end for such machine.. It is also the reason, why after the Shuttle we only saw concept designs, NASA had thought of successors, but with no funding, it just stayed there, concepts. The Sovjets wanted a shuttle too, the whole project collapsed at the fall of the Sovjet Union, but i do think they wanted the tech, and i would have loved to see the Buran to have been completed, to see wich of the 2 would be better, as i think the Russians again would kept their KISS system going with the Buran, what is in my opinion the way to go, (Also the reason i still love Russian Airplanes as well) and then we would have a real comparison in here.. The Solyuz is a totally different vehicle as the Shuttle, and both preformed imho remarkable, and both made it imho into the annexdotes of History, both for different reasons. But to say what is the better platform, i cannot answer since we talking to different systems, that only have one thing in common, they both went up in space, but thats about where the simulairities end.. Its like comparing a car with a truck. Both have simulairities, but differ to much to be compared. Having that said, if i have to choose an Shuttle or the Solyuz, i prolly choose the Shuttle, why, simple, i have no clue how to fly a spacecraft for real, in the solyuz i have to be part on the ones that operates it due the small crew it can hold, in the shuttle there is enough room for me, to just tag along for the ride and enjoy the view If there was enough room for me in the Solyuz just to tag along, i would choose both, dammit it sounds like fun to have a deaddrop just to get set on the ground last seconds by boosters, that is i think one hell of a rollercoaster ride ;-)
  16. I find the Techtree a challence that i can create, it also could be also nothing more as a small hurdle, depends on how i approach it, i play the game now over a year, been there done that, but the limited parts creates a whole new set of challenges if i let myself to it. Combined with my 3 favorite mods, (Remote Tech2, Kethane, KAS) it gives me an challenge to set up bases and distribution in a challenging way. Granted, there are easier approaches, and i can think of them all, but currently i noticed when i am trying now as soon i am able to get myself a Kethane dril, autonomously working, (No Kerbals aboard) around half way the Tech tree when only the bare minumum of parts for this endevour is unlucked, gives a huge challenge, that slows somehow my progress down by alot.. Setting up Sattelites with no RCS available, making a Kethane drilling unit without docking ports, and all those little things posses really fun for me. Sure, i could wait a bit, get some more science and then build everything with the needed parts is alot easier, quicker and smarter, i all can understand, but it removes for me a challenge.. The limited parts, also drove me into trying to get to eve and back with limited parts, with just 1.25mtr rockets, and it drove me near mad to get it done. I'm not actively hunting science points, but try to push at each tier myself as far as i can go with the limited parts i have available each tier.. My first Tier 1 challenge, can i get around the mun just by using boosters, an single engine and those small tanks and just one decoupler type. It was harder as i imagined, but i managed.. Again i know, i make it for myself harder as i should, but i just can help it, most stuff after a year of playing the game, things are pretty easiy for my by now, Mods help to only an degree, and i just pretend that with not hunting for science points, i kind of limited amount of parts due production limitations. To me the current R&D system is still in incomplete placeholder, that is missing alot of functionality to make it an challenge for expierenced players. So i need to set my own challenges.. what is working for me... that said it ofc may not be your thing.. When i started in 0.22 with the R&D it took me just a less then a dozen flights to unlock the whole tree, hunting sciencepoints, going for the biggest amount i could collect each flight. Now with my current approach (Thanks to archievements mod so i can track it) over 30 launches now, but just hanging at T5 because i setting up an Sat network, so i can start sending probes out of the Kerbin SOI.. (yes its easier to just send a manned ship, but this is about creating a challenge, not how to play it easy) I like the techtree, but its far from complete, what makes its atm just a curiosity and only a challenge if you make it a challence yourself. The game doesnt make it a challenge in its current setup for the expierence and beyond player, but it does help less expierenced players to get easier into the game, less parts = less confusion.
  17. TBH without the Kethane mod, i prolly would have not as much fun with KSP as i have now.. its for me the reason to land on planets, setup an distribution system for it. and go from there, for more exploration on the planet, and venture deeper into the system.. The ditching of resources as planned feature, did not compute for me.. IMHO Harvesters first biggest mistake, or he has to got some brilliant plan up his sleeve to replace it we havent heared of yet.
  18. Then think of the NZ line in amsterdam, startingdate of the constructions was aroun 1996, planned completion date 2009, prosponed to at least 2015. Initional costs 1.5 Miljard euro, current costs 9.5 Miljard euro, and still more money is needed for the project.. Deadlines... yea sure!.. OP clearly has never worked a day in his live in any production enviroment, or construction related. Like you i have over 25 years IT/Telecom construction expierence, except from consumer home jobs, i never had one big job that ever made the deadline. Only jobs i made in time, where installing some basic consumer equipment, and then even though where hard to keep up the schedule, and more as often ofc one of the 5 jobs a day had to run into problems, where i was getting home late again.. How how often required updates that where promised to arrive, where prosponed again at unforseen problems the last moment, or where utterly buggy when dispearsed into the field, giving us even more problems as without the update.. Nah, threads like this are only trolling, or writting by people that have no clue..
  19. It seems my MJ as wrecking havoc on my reaction wheels, in combination with some other mods, making them alot less effective as they should be, like they never engaged. Thus making flying asymetrical ships near impossible, they where so twitchy that at the moment they seemed impossible to fly.. Now that i removed MJ again, the reaction wheels started to apply they intented force again, and the shuttles became controllable.. The other mods i really need, MJ is just for the lazy moments, so i can do without.. Now i just need to "learn" how to fly and design them. But fortunate the unflyable state they where in, at the time i wrote my first comment, is solved. I reinstalled MJ since 0.18, at the same time that i installed this mod.. So i didnt noticed at first the Reaction Wheels where not functioning. So back to old-skool manual liftoffs
  20. download krags Planet Factory, and you even get a free Star with it and a comet to explore, all for free for X-Mas, all is solved.. Now do i get a cookie ???
  21. We need dogs in KSP, that can guard the KSC compount against feline invasions, that are out to steal Jebs tuna Sandwiches!!!!! And complaining comes with the territory, the more populair the game becomes the more people it attracks, some of them think the game is made just for them, and the developers are there for them, and thus should listen to them. If they notice the devs keep their heads cool and follow their own vision, then they start to complain.. Sometimes i miss the PreSteam era on the boards
  22. HMM, they are adding multiplayer, it was for weeks, not so for months they topic of many, its was even a bigger outcry for MP as for resources. Now they are adding MP and pushed resourced much further down the line, since the draft setup for resources is scrapped (they never said resrouces is out, just the draft they had is scrapped) and now people suddenly cry we need resourses.. So they have listened to the community, but somehow the community doesnt seem to listen themself, and only hear what they want to hear. And if they dont get it know and right away, and not enough new goodies that can touch, topics like this are created. I have more as enough believe in SQUAD that they will give us in 1-3 years a good polished fun game, with more stuff added as we have now. Till then just have patience, and be glad you can play this gem of a game. And if you are bored, well MODS are in abundance to enhance your gameexpierence in KSP, and if thats not enough maybe play something on the side. And some people are just hard to please.. The game isnt finished, we all know this, and even in its current state, i think its more polished as some A titles that are allready released. Now that all i had to say, back to preparing Xmas dinner Merry X-mas All!!
  23. i just downloaded this mod, and dispite i cant get any of the stockships that came with it mod up in orbit, i really like it alot. They fit perfectly into my vision of KSP how i like to play, and i really love the look of it. Thanks for sharing this with us..
  24. Following Earth like science, it would make a dull tedious slow game.. First you need to invent black powder, then firecrackers, from there you need to invent weapons, ballistics, aerodynamics, mechanics, invent first gliders, then slowly combustion engines, balloons, and so on and so on.. Also, you need to develop theoretical sklls, like math, writing, astronomy, navigation, and trazillion other inventions before making a first flight. Then Squad have to rename the game In Kevillication VI .. And most of us would stopped playing before we even made first flight, it was afteral a game bout rockets and all about rockets (where later planes where added) what is noticable since atmospheric flight doesnt behold more physics atm and a one in a dozen Arcade Flight game. And some thing are rough around the edges, unfinished, and even badly worked out, but those things can be expected in a game still under heavy development in alpha stage. So i'm glad devs wont follow exact realism, not just squad, any Developer. Even those that claim to go for 100% realism, arent really making it 100% real, just for the sake of its a game, and it should be fun to play, not tedious. For that we have that other game we all play, called Life..
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