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About The_Rocketeer

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    Rocketpack Superhero

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    Too old, thank God.

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  1. Honestly, I'm impressed. I haven't left Kerbin atmosphere in years. Too much to do! If I had to hit Jool in an hour I'd probably spend at least 30-45 minutes in the VAB tinkering, 5-10 ascending to LKO, and the rest at high warp.
  2. First, welcome to KSP and PC videogaming. Great choice for a first game btw, but you should definitely believe the stories you hear about the learning wall. Taking a craft with no reaction wheels and no reaction-wheel-capable command module, what you said would probably be right, you'd depend on thrust vectoring to control attitude (meaning the direction you're pointing in). This is a very inefficient way to steer though unless you are conducting a burn anyway. That's why the game also has reaction wheels (and RCS thrusters). If your craft has reaction wheels or a command module module t
  3. Not to be confrontational, but bigger wings aren't necessary at those levels. If you want to share a .craft file, I'll see what I can do to demonstrate/improve (keys/mouse controls only).
  4. In fairness I come with a certain amount of flight-sim gaming experience and I started playing KSP before airbrakes existed at all. That being said, from my perspective, if you need airbrakes to land a plane, it's not a very good plane. Stall speed is a matter of design, and approaching the runway too fast ,if the plane is designed to be capable of flying slower, is pilot error.
  5. Regarding pilot skills, practice, practice, practice. Regarding issues simply getting a plane of the ground, I would question the design. Take off mass, thrust, rolling angle of attack, undercarriage placement, excessive drag, etc etc. A few extradesign principles and you might find all those problems go away. Regarding stopping, KSP wheel brakes are quite effective, but only if a) there are a suitable number of wheels and b) they're perpendicular to the ground. Edit : It's also worth noting that the runway being longer would create much larger or steeper ramps at the ends due to
  6. @Claw's circumnavigations. @Azimech and @klond's contraptions. @GoSlash27's ion collier trophy challenge. Many more.
  7. I couldn't agree more, I have been around long enough to remember the disappointment when updates started to focus on improving models and textures instead of adding this much-needed content. At the time, I found myself in the minority... vOv
  8. Agree. Also youtube below: But to tackle the point, part of the reason KSP was so successful was because it focused on gameplay and not graphics. Many of the most fun games are pretty graphically simplistic, just well-executed. It's much more important that they're supporting an immersive engaging game design, and of course it always helps that that design is also well executed and not infested with showstopping bugs - World of Warcraft and Minecraft are outstanding examples. I don't see any reason to doubt Unity is adequate to the task. On a personal note, I genuinely don't car
  9. I suspect the difference is related to drag occlusion, I seriously doubt there's a more general airflow simulation. This has not been my experience when testing push-pull configs, I've spent hours trimming and re-trimming the tail prop to keep up with the nose.
  10. KSP 1.whatever would still exist for those players. KSP 2 would be a sequel.
  11. @UomoCapra YEEEEEEES! @SudAntares Like distant biomes on other planets, local biomes are reachable by rocket.
  12. Wow, this is a blast from the past! Amazing job! What version of KSP is this in?
  13. I mean, you're right... but that's why the bug tracker was set up like 3 or 4 years ago. The fact that it has taken this long to get to a point where they are making noises about actually using it themselves is simply a massively unappreciative and incompetent slap in the face to the people who have actually been doing their work for them by using it. Nobody ever expected Squad to trawl through the forum for bug-related issues, but bug-hunting and especially bug-squashing are kinda basic requirements of being software developers. Even with a helluva lot of user help - 1300 unique bugs! - they
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