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K77LostNSpace

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Everything posted by K77LostNSpace

  1. I guess some people have never heard of the phrase the dumb question is the one not asked. But to answer 7499275, no I'm not that familiar with graphs, I rarely use them in my daily life.
  2. Very good information. Thanks for all the work you put into these charts. Quick question reading the information. the time is in seconds?
  3. Thanks for the information cpast. If Squad has a defined roadmap or not does not change my enjoyment of the game. It could be they have a general idea of what "type" of game they are going for. Example: Simulation with higher fun factor then book keeping. So they develop a feature, put it out and watch the feed back, change and modify the feature, or remove it completely depending on what they see. or the feature added did not fit with the original concept, as in the case of resource management. I personally see this as a couple of guys got Unity and started playing around with it. one learns something interesting which spawned more features and ideas for new concepts. Like one person starting a story, another adds in some details and ideas begin to bounce back and forth until they feel satisfied. Regarding Space Engineer mentioned some time back, I also own this game and surprised at how fast new updates are being pushed to the game, but a bit sadden each time because they are all just new parts. For myself i have little reason to play SE right now because i don't see any clear goal right now to the game. stuff you can build in survival and edit mode are the same, but once done i can't find much use for it. But expect the game to be great later down the road.
  4. What is this? Squad or Fan Owned / operated ? http://bugs.kerbalspaceprogram.com/projects/ksp/roadmap
  5. The Root symbol and Gamma symbol in Greek. These look like the closest parts for the "funds" symbol. maybe a hybrid of the two parts that make up the symbol could be a good name. GOOT (GOOTS) ROMA / RÃœMA (RÃœMAS) GAM (GAMS)
  6. Ta du! Thank you Slashy, laying it out step by step really helped. After finely finding the ln button on the calculator I managed to get the same answer as you. My second stump was getting e^ , which was hidden under the Inv button which provided more options on the calculator. Now I feel empowered that my rockets will get to the Mun and have enough fuel for return, and launchers will be less wasteful when delivering payloads into LKO
  7. Sorry for not being smart enough to figure this rocket science out on my own. I have been reviewing http://wiki.kerbalspaceprogram.com/wiki/Tutorial:Advanced_Rocket_Design and all the help on this thread. Aside from having to look up every math symbol or have you guys explain it. could someone post how how they figure the delta V for something simple like a RT-10 Solid Fuel Booster. And payload it could carry? Mass Wet: 3.7475 , Mass Dry: 0.5 , atmosphere Isp: 225 maybe if i see the math in action it will start to make more sense. I keep getting stumped on trying to figure out delta V, when i try to plug in the numbers give in that link, i come up with completely different figures. Listed example is 400isp , 3.72t Wet, 1.72t dry is suppose to be 3027.0 m/s Dv.
  8. How hard can rocket science be anyway? thats the slogan right? well your link answers that question. after I pick up my gray matter from the brain explosion ill try to go over that wiki site slowly and understand what i'm reading.
  9. I tried to read your prior post regarding Wet and Dry mass. Information You posted "e^(DV/9.81Isp) gives you your required ratio of wet to dry mass in order to make orbit." not sure what "e" stands for. or how to get DV without mods. and why you are using 9.81 isp. very much looking forward to your tutorial.
  10. I try to play KSP without any mods, and knowing the payload a lifter can put into a stable orbit is useful. This idea seems very reasonable. Launch one test craft and use it as the base line for future information. question i have is. LF = liquid fuel? LOX = what is this once i add the numbers and multiply by 5, this should be the total weight of the payload?
  11. I always fly Bill, Bob and Jeb over to the nearest building so they are not longer in my list of options, they are assumed "on mission". They get to watch all the launches of other astronauts and laugh.
  12. I have noticed this type of issue if my lifting stage has no thrust vectoring. example would be the LV-T45 vs LV-T30. Early on if all my lifting stage thrust came from LV-T30 and solid rock boosters, the wings only help until i left the influence of the atmosphere. Once in space the only control came from the SAS.
  13. Yes from my experience a crew report will be fine for a collect science while in orbit around a body. As long as the mission requirement does not state you have to use one instrument over another, any science is valid. even if the value of science you collect is 0%.
  14. A glimpse into a possible future for contracts. After loading KSP and starting a new career we move over to the contracts building. Here we see a large meeting table with many empty chairs. In one or two we see a kerbal in a business suit. Near them is the company logo they are a representative for. Selecting the representative we are provided a list of contracts related to the company. This one happen to be a broadcasting company, and for one of the contracts listed we see a request to get a satellite up into orbit. This also shows an image of the part they want tested. We go ahead and accept the contract. We also notice the same company is trying to test a brand new solar panel so we pick that up as well. Now we select the other representative for an airliner company. We are currently more focused on rockets so we skip most of the parts they wanted tested, but do grab the one to test some aerodynamic parts. Now we leave the contract center and enter the VAB. We see the new parts that require testing that we selected highlighted in blue. After reviewing the details of our contracts we notice the satellite requires the following requirements. The part listed must meet the following. 1: (insert Probe body name) 2: Stable orbit at 100k - 105k attitude. 3: maintain 5 revolutions around kerban. (powered) With the other contract we picked up to test the solar panel we see different requirements. Right click (or bind to an action group) and select run test during the following conditions. 1: (insert solar panel name) 2: Landed on kerban with over 50% sun light. 3: In orbit at altitude 120k - 125k under 50% sun light. And the final part testing of aerodynamic parts we see these requirements. Right click (or bind to an action group) and select run test during the following conditions. 1: (insert name of aerodynamic part) 2: Landed on kerban at 0 speed. 3: over altitude 10k but below 75k at speed greater then 400m/s So we proceed and build a ship we believe will meet these requirements, launch and preform the required test. After all the objectives for the contract are complete we get a notification that shows the company logo and new funds and other rewards granted. Now we jump over to the tech tree to spend the new science we collected during the contracts and our own personal science we decided to get using crew reports. At first we only saw a very basic tech tree of what our space program knew. Parts are researched individually, but still divided biased on function. We could continue down the path provided unlocking each part, but we notice a few new items we can research that are highlighted in blue. The parts we tested successfully are now available in our tech tree in the proper location. So we spend the science to unlock these parts that without the contract we would never has access too. Over time, the players increased reputation would start bringing in more company's to fill those empty chairs at the meeting table which will offer more challenging missions and new high tech parts.
  15. I have found myself building missions with the contract's list. Picking similar or like contracts that fall in line to completing one overarching goal. My method has been as follows. 1: Select a primary contract (large goal, rescue or land on another body) 2: Pick up all test that can be preformed at the launch pad without lift 3. collect contracts for part testing in orbit. 4. on a notepad a begin to layout the mission plan. from take off to orbit and the final mission. This helps break down part testing at different alt into groups. Sometimes i can get two or more parts tested at an alt that meets all the requirements. This method has turned out well for me, a more constructive play style. A great challenged to satisfy as many contracts in one flight as possible.
  16. Contract Suggestion Contract Order 1: Having the ability to reorder the contracts from top down. So you can complete objectives in the order you expect them to happen. Contract Visibility 2: Complete missions have an option to hide from the list or reorder to the bottom automatically. Contract Assignment 3: Being able to assign contracts to stages in the hanger. Such as color code or some other indicator the stage has a contract attached to it. Having an indicator box around the stage that the contracts objectives are ready red/green status. Contract completion triggers 4: Not always requiring staging to trigger complete of test parts.
  17. A tab for refused / dismissed contracts perhaps. sounds reasonable, but being able to recover rejected contracts should not stop the time to complete/accept. Maybe the X button just moves the contract to another area/tab instead of removed from game.
  18. Not sure about everyone else, but the count down till launch may seem trivial, but its still an immerse feature that KSP could benefit from in my opinion. I could see this going two ways. The initial space bar to fire rockets does a simple 3 second kerbal count down in the typical kerbal language, and presto you take off, or.. fall over and crash. or After loading the craft you get a ready to launch button that starts the count down like above. Unless the ready button is select the space bar does nothing. After the count down the player hits the space bar when ready to launch like normal, or hits it prematurely which cuts off the count down. I could see the launch button have a pre-flight check list down down meun, Check staging, check struts. or maybe even display notes you can make for the ship in the SHB. I can't count how many times I've stops mid launch because I forgot something I could have made notes to check. or a launch procedure I forgot about on a rocket I built last month. This feature would have no effect on game play whats so ever, but i could see it being a great immerse mod or addition to the game.
  19. Greetings I have noticed with the new contracts, some really make you think about your rocket builds so they can accommodate the mission requirements. This has become an exciting new challenge I never had to consider prior. While others are so obscure i had to make a rocket who's entire purpose was the contract. My only gripe thus far is the way in which multiple contracts are listed. The small window does not have any ability to be modified that I can readily see. I can expand and minimize the objectives, but can not reorder, hide from list or change how it is viewed. It would be nice to see some more features with this toolbar for customization. Suggestions I would be looking for: 1: Having the ability to reorder the contracts from top down, will help with missions where you need to pay attention to requirements for completion during lift and orbit where timing is important. So you can complete objectives in the order you expect them to happen. 2: Complete missions have an option to hide from the list instead of just being labeled in green, or reorder to the bottom automatically. This would really help the first suggestion. Some features that would just be handy. 1: Being able to assign contracts to stages. Such as color code or some other indicator the stage has a contract attached to it. Having it indicate red/green ready status to pass the contract would be nice feature. as so far many contracts require staging to trigger the complete status. 2: Not always requiring staging to complete. sometimes the test might be for a part such as a rocket burn at an altitude. Bringing the rocket up to the required altitude and burning is not enough if you have already started the rocket prior to the requirements. Inserting a stage and dropping fuel just to complete the "stage" requirements seems a bit wasteful. Or maybe I'm just trying to cram too much purpose into one launch. I was using contracts like a flight plan to accommodate as many companies as I can during the launch as possible, similar to a real space agency. I really enjoy the update and the game as a hole. Thank you for delivering such a wonderful product.
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