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Everything posted by Keymaster89
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In a near future where we suppose to have life support, Kerbals that want to go EVA will absolutedly need airlocks. Command modules shoudn't allow u to simply get out without depressurize the whole module (that could also require time). This will also allow to merge the habitable sections into a big open space with unified life support system like engines do for tanks. So, if i run out of O2 in one module i can provide O2 from the other ones, or recycle the dirt water with my specialized filter instead of carry X minifilters.
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What do YOU want to see in 0.24?
Keymaster89 replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
I dunno if i understand correctly, but if the problem is only to get the focus back on your active ship, just hit backspace and u're good to go... -
Expanding the Kerbal
Keymaster89 replied to spaceman1999's topic in KSP1 Suggestions & Development Discussion
I think that this idea is good, but specialization shoudn't change ship's statistic. A Specialist is simply a Kerbonaut that can do more things that other Kerbonaut can't. Pilots in command module = Can place Advanced Manouver Nodes to design and perform even more perfect manouvers. Structural Engineers on EVA = Can repair more severe structural damage (and more efficiently if spare materials will be needed like heat shields or hull damage) ones the damage system will come in place. System Engineers on EVA = Can repair more severe system damage to system like engines and electronics. Hydraulic Engineers on EVA = Can repair more severe system damage to hydraulic systems like life support, water recycle, landing gears and external fuel ducts. Scientists with Lab = Add 10% more to the Lab's transmit rateo and can store better the experiments in the Lab so if u get them back to Kerbin with it they will always max they science yield. Doctors with Hitchhiker Storage Container = Can help recover other crew members when they are injuried (ones they can be hurt, maybe someday they will suffer damage from hard hit something, long falls, high G force, radiation exposure, mental illness due to looooong inactivity, ecc.) and so on.... Any Kerbal is able to operate like any other, Specialist excel only in their field, so nothing that u extremly need but it's sure useful to have! Train specialist may also cost a fair amount of $ make them even more valuable. -
This is a great idea, i will really like something like this! All telescopes will need to be in orbit of the target planetoid within a telescope defined range, then selecting the telescope and clicking on "start scan" the ship will auto orient itself with the SAS on, pointing the optics always at the centre of the target planet and start getting data from the surface while it orbits around. If the telescope can't autorientate automatically for any reason (like if u don't have SAS on or the ship took too long to reorientate or the optics are obstructed), it will immidiatly abort scan and refuse to operate. Different telescopes can have different use and statistic, so u must have different ships or one that can carry more than one at a time! for example: -Optical telescope, detailed surface scan: radial mounted, light, small, cheap, low range-wide angle, dish like telescope -Hi definition Optical telescope, detailed surface scan + elevation map: inline mounted, moderally heavy, high range-small angle telescope, FL-T400 size like -Corrective Optical telescope (atmosphere dedicated where other optical fail) detailed surface scan + elevation map: inline mounted, really heavy, medium range-medium angle telescope, X200-8 (or larger!?) size like -Termal telescope, biomes scan telescope: inline mounted, heavy, medium range-normal angle telescope, FL-T800 size like -Radio telescope, radiation-magnetic map (late game science tool?): inline mounted, SUPER heavy, expensive, high range-tiny angled telescope, Jumbo 64 size like, can scan Kerbol from Kerbin! ^^ -Spectrograph telescope, exact planets parameters + spot surface anomalys (not actually ingame, but who knows, maybe something related to resource detection?): inline mounted, medium range-wide angle telescope, X200-8 size like Obviously, the orbit height and inclination, the size of the planet and the angle of the telescope used, greatly influence the time needen to perform a complete scan of the planet. Also high teck telescopes may also require a medium to high elettricity in order to operate, and stop scan if the batterys level goes under 20%. And also high powered antennas and/or dedicated datastore may be needed in order to transmit/transport scan to Kerbin, especially for outer planets. This will make scans not simply launch and forget, but also something to check regularly in orther to secure it's correct function. All this will fit perfectly with the new Observatory building that the DEV placed in the todo list! In this facility u will probably be able to analyze all the maps (or portion of the maps) u discovered of the planets, all the info of the many biomes u discovered and also planet specific information like low and high orbit gravity values, planet's equatorial diameter, ecc. Squad pleeeeeeeeeeeese
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Aside of personal goal in creative, doing both landing in one mission without resupply have no sense IMO. BTW i think u are right, as u said starting with Minmus will be a good choice, if u try also Mun landing be lighter will sure help. I don't know what 0.4 TWR on Kerbin corresponds on Mun, but if it is <1 then for me is a little low, i know that many people can land with really low TWR (kinda 0.1-0.2), but i personally prefer to have my TWR >2 even on Mun, i feel better in terms of response, so i can do really fast manouvers and get precisely in the point where i supposed to land. Not to mention that Minmus with that TWR is kinda ultra easy to land on. Also, u can do 2 free re-entry manouvers if u are precise with the transfers, to get back to kerbin more easily.
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[AAR] The Grand Tour - Voyage To The Planets
Keymaster89 replied to czokletmuss's topic in KSP Fan Works
NNNNUUUUUUUUUUUUUU SIIIIIIIID! T.T FRAK U ROZER! u and your frak sad orphan story! i hope u die before u reach the Proteus! OK! Calm down... Sid have still 30 day of time in the base, so Jeb will think about something for sure! HE HAVE TO! SID! RESIST! KEEP BREATHE! WE'RE COMING FOR U! -
Well... this will probably happen for economy missions: the most basic economy mission that i can think of is putting a comms satellite into geostationary orbit. U put that there, u gain a credit reward, and then u get credit/hour at reeeeeeealy low rate. Or at least this could happen for science when they will implement some sort of time limitation for space travels in order to prevent time warp spam, like needs of food for the crew, or a manned tool that have durability and had to be repaired by EVA with spare part that have to be stored in a dedicated container or launched from the surface.
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[AAR] The Grand Tour - Voyage To The Planets
Keymaster89 replied to czokletmuss's topic in KSP Fan Works
Wow... Just, wow... I was wandering in the forum as i am noob, about 1 week and half ago, trying to find information and inspiration for my new ships in KSP and then i found this... Czokletmuss, i just hate u... this story u're writing absorbed all my free time, second by second, burn by burn, since then. I'm serious... From prologue 1, to Daisy and also all Kadmos story, i wasn't able to stop. I just stopped to read only because there isn't nothing left to read. And now, that i flyied with Kadmos and Proteus, i hate u, because i feel that coming back to designing vanilla ships in KSP is absolutedly boring, because aside of the planets, what u have and describe in your story isn't actually the same in the game... Now i HAVE to try it with all the mods u have and the only one i have now is engineer redux! KOD DAMMIT, CZOKLETMUSS! FRAK U! Jokes apart: U're great man! u made my fun in this days, i stopped to play everygame to read your story, i really enjoyed it. U made such great work! For the writing, for the story, for the engineering of ALL the ultra cool ships u builded for it (that i didn't know that could be possible to build), the amazing Proteus and the really cool and numerous Kerbal acting images with which u tell us the story u invented. And also obviously for your time and dedication. I found it fun that some things are from films and literature, like Sunshine themes and Asimoov tree laws, but i really think they fit a lot into it. Also with a whole bunch of Kerbality mixed to them. If u will continue it to the end, u'll be sure that u will have at least one reader here for sure. Keep up the awesome work, i'll be there for chapter 54 and, well, thanks for all. P.S. Can't u pass me the list of the mods u used? i'm excited as hell to try them all, but i don't know if i'm able to find them... Kodspeed Key -
Best way to make a horizontal rover?
Keymaster89 replied to XOIIO's topic in KSP1 Gameplay Questions and Tutorials
Well if u roll on your back, that seems to me plausible if u have to climb something, u're unable to recover and even worst, the lab hatch can result obstructed, with SAS on u can spin until u get back on your weels... u'll probably lose some lights, but the mission can continue... as i said, i'm still a noob so i don't know if this could really happen with that design. The experience made me a smarter builder, but with my early game landers i used to fix my tip problem due to high CoM and inexperienced piloting with well placed SAS, was really not elegant solution, but it worked perfectly witout damage to the lander. What about attach the comms on the back of the batteries facing up 45°? or in the flat section of the cockpit on the front, near the hatch. -
Best way to make a horizontal rover?
Keymaster89 replied to XOIIO's topic in KSP1 Gameplay Questions and Tutorials
This is only my noobish opinion as i never build a rover yet (BTW i love yours! i though to build something near equal to that when the time comes ^^), but shoudn't it have a SAS big ring at one end of the lab? wouldn't it be beneficial? Also, only for aestetic and to save the symmetry, move the comms back on the tail ^^ -
Science is not suposed to be grindy!
Keymaster89 replied to MC.STEEL's topic in KSP1 Suggestions & Development Discussion
I agree, IMO science is now grindy only because it's limitless and just introduced. This MUST be "getting start" point from an advanced and indept career mode. As soon as they introduce economy, new science/utility/lucrative parts and missions system i'm sure Squad will revamp science radically to be inline with that. I imagine a science system integrated into the economy or an archivement system, with prerequisites for example: "manage get into a stable Kerbin orbit to unlock inline reaction weel" or "buy and burn into space 20.000t of fuel to unlock FL-800t" or "land in the desert biome collect surface sample and run a material study to unlock OX-stat solar and Z-100 battery" or "land on the Mun twin crater and extract with drill this kind of metal alloy that unlock this things" or "bring u into jool atmosphere and do a atmosphere scan to unlock ions" or "as mission, run this cargo bay into orbit and run this high electrical intake experiment (15.000 E or more) to get Docking port Sr." and so on... archiviment + ingame effort + missions. I think this is the way. -
What do YOU want to see in 0.24?
Keymaster89 replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
I'd like to see a well thinked economy patch, with a Kerbin full of Kerbals that live beyond the limit of KSC, in city, with factory, roads and airports, so u can have lucrative missions to "deliver this loadout to New Kerbyork" or "deploy a comm satellite that orbit geosyncronous directly above Kerbtokyo" or "Go to Philadelbal, pick up the Kerbpresident and bring him to Romeerbal in less than 1h". And then "Go to Mun for an orbit scan of his biome", then "resupply completely your station, fully staff it and start an advanced experiment with this new experimental over dangerous tool (be careful)", then "find and rescue this civilian near north pole with radar module", then "Repair this broken SAS module on this spinning ship" then "land here on Minmus and investigate this strange anomaly" and so on... Probably not all in 0.24, but when we spoke about economy update i look and hope for this. -
Hazardous planet surfaces
Keymaster89 replied to ARPOLLO's topic in KSP1 Suggestions & Development Discussion
what about tall beautiful crystal formations, 10km canyons, multicolor rings of asteroids around the planet, strong magnetic field that disrupt electrical components and probe cores, permanent monsoons, aurora waves, swamps, jungles, deserts, metallic ground, meteor strikes, corrosive soil or atmosphere that won't let u stay for long, Kessler syndrome (might be really hard to get near XD), strange lake with interesting purple glowing water, intense radioactivity that allow only probe to land, citys on kerbin, gigant volcanos, really high temperatures, fog, glittering rain, asteroid fields and comets... Any of this encounters may be nullified or explored or reduced with new components, like EM shilded cockpit for safely navigate EMP, mounted drill to extract crystals or metal soil, or radars for 0m visibility situations, and lasers to burn/deviate incoming little asteroids... Just an idea dump, but there are so much possibilitys... hope that the solar system will be really richer in the future, sterile single biome planets are kinda boring... manage to get to them and land on them is fun, but ones there they don't offer much as now... u could land anywhere else on that planet and have always the same result... it's like a big spot, ones reached, job done, checked, next. -
It's not too easy, it have to be challenging without look impossible, what i don't like it's that u want to give them the job already done (or half the job, if u want)... it's kinda playing chess with another guy behind u that keep suggest u the moves... it's just not fun... YOU are supposed to play! I'm still a newbe too, u know? i never left Kerbin SOI and i had my start not longer that 2 weeks ago... so i have pretty clear in my mind how the first play feel like... Actually, i really like the idea to a separate tutorial section... will solve the entire question...
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Don't misunderstand me, i have seen lots of videos, streams, designs and visited the wiki and the forum many times but only with the intention of learn from them, as inspiration as u said, not to copy them and use other's ready to use designs. i'm not against make the game easier to understand for the new players, or even limit their experience, but career mode have to be like this, it work like this, u have few parts, u have an objective little far from were u reached before and u try as best as u can to reach that goal with what u have. Then, ones succeded, grow bigger and build smarter, as needed to get to the next objective. It's a space program, start from scratch and finish at the end of the solar system, no one told Nasa how to build ship to get to the moon or mars, but they do, with test, time and experience. I bought this game recently and i don't even played sandbox, i started immidiatly with vanilla career, and i figured out myself how to build rockets, i didn't need any prebuild example, it felt normal to me to unlock parts to go farther with my own ships. I studied the techtree, planning what to unlock and what a discovery will give me, and never felt frustrated by the lack of parts. Instead i got excited when i unlocked my first large tank, my first solar panel, my first jet engine beacuse that was my reward for my archivements. I never felt the need of download or copy any design. building and resolving problems it's a big part of the game. I didn't figured out asparagus myself, i'm not a genius, not even a space engineer, but before i discover it and start use it, i was planning on how to make a thing like that that might work, how i could improve and i tryied many configurations, and launchers in that way, some worked, many others don't. Even if i never get lost at the start of the game and i enjoyed it without frustration, i agree with u, your intenctions are correct. But IMO this is the wrong way to do that. Already builded ship, doesn't help in this game. Maybe video or interactive tutorial, better defined parts and build/flight assistant will help, but ready to launch ship: i'm totally against them, regardless how simple and incomplete u want to make them. THIS!
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i disagree with this idea... KSP is: build a ship, launch a ship, if succesful = profit, if fail = earn data of why u fail, there is no lose. Having a bunch of ready to use ship, destroy creativity, it will become copy-paste. everyone have to develop their own way to design ships. "get to orbit and back" and "land on moon and return" is actually objective that anyone should archieve step by step, fail after fail, to understand WHY a ship is build like that. If u get a free ticket to orbit, why should it be challenging? If u make a "here, this should be done like this, give it a try" there is no reason to build ship on your own and going crazy with them which is 75% of the game. At the time u have to go to another planet, without a lazy sample on "how to get there and return" they start play for real and they realize that they can orbit and deorbit correctly, but they don't know how to bring heavy fuel station into orbit or build a SSTO that can carry people there and dock. What i wanna say is: i learned how to build rockets in this game even from the first most basic cockpit-chute-solid rocket i ever made from the start of the career. I felt proud of my archivement because I fully archive them alone. launch the rocket in atmosphere, then upper atmosphere, then near Kerbin and finally into orbit, that was archived my ME, not by a premade ingame freewin rocket, even if that is near the same configuration as mine! i really doubt i had the same good experience and the same game with prebuild rockets... they just sound to me a lazy way to get around problem, but this is KSP, u need to face problem in order to resolve them.
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Balancing Parts in KSP
Keymaster89 replied to Andrew Hansen's topic in KSP1 Suggestions & Development Discussion
Aircraft Cockpits: I think that a lower drag are well suited for this cockpits as they are AIRCRAFT cockpits, especially for mk1 and 2. Mk2 Lander Can: Mk2 is a bit heavy indeed but u should consider this is suited for large size landers, where the mass of the lander compared to other large components is not that much and it also have 25% more torqe than 2 mk1 toghether (also 2 small cockpit on a large lander look terribly ugly if u ask me) Cupola Module: the price of beauty, glass, glass everywhere, glass = MASS. " The PPD-12 was developed to provide a high visibility control room for ORBITAL STATIONS" u shoudn't really use that anywhere else. Probodobodyne QBE: i agree, but they should set the torqe to 0.1... how can u fit a effective rotation disk in a squared chasing? Probodobodyne HECS and OKTO: OKTO2 is 1/3 their height, and u can't place things there effectly, so they're ok as they are. Small Remote Guidance Unit + Large Remote Guidance Unit: both have low torqe because this not an cockpit-inlay reaction hybrid, but a cockpit-battery hybrid, they have triple energy storage compared to other cockpit. also, as they have a standard inline form, u can fit really easy a inlay reaction immidiatly on top or under them and solve the torqe problem... -
An utility part that can scan the biomes of a planet will be really cool! Instead of random landing, u can send a probe with a telescope that after deploy and a couple completed and unmodified orbit will allow, selecting the telescope, to show the biomes map. And u need to keep that satellite into the orbit to access the data. If u want a more indept one, u can make that u can see only the portion of the map that your satellite can see at the moment and also consulting all the data already collected in that biome. And as the monetary system is incoming, a "Mapping Planet Mission" is totally profitable.
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Space plane carrier help
Keymaster89 replied to soulriver1's topic in KSP1 Gameplay Questions and Tutorials
There are only 2 entities in this game i guess: vessels and debris. the difference between them is: one have at least a command module, the other not. it doesn't matter how many ship u launch togheter, as long that thay have their command module, they will operate as a separate ship. and also Vexx32 pointed out that u can use [ and ] to switch on the fly near ship without the need to go in map view. BTW i changed that keyconfig on the same buttons because the combination of keys don't originally worked for me, i'm on windows. -
My nuke is broken!
Keymaster89 replied to Keymaster89's topic in KSP1 Gameplay Questions and Tutorials
I may have found the problem... front rear side I feel a little stupid... but after some trys and a close inspection of the engine i discovered that any time i activate the engine, it vibrate slowly on his frame like it is half attached... maybe during the orbit insertion it collided in some of my stages rockets and now it's half solid on the tank... u can't really see well in a picture, but it's the second from the top, in some burn also overlaps the tank that is attached to... didn't notice before... Sorry for the useless thread... SOLVED! P.s. eeeerrrmmmm... how do i check the thread Solved? ^^' -
Hi everyone! i have a problem that can excalate quickly, and i need an advice. i recently build a tug that keep give me this problem i can't explain myself... The tug have a central body that is a big shared tank with dockport and cockpit, and 6 arm in esagonal symmetry with FL-T800 + nuclear engine. Problem is that when i burn, the engines works fine, 5 stabilize around 20-30% overheat, that is normal i think as they are nuke. One of them however, keep overheat up to 85-95% and keep scary the hell of me while i do long burns... also fuel bar of only that specific engine seems lower then the others even if they are still sharing the main tank! i really don't know what happen there, and i did all with simmetry utility so the engine arms SHOULD be all the same... so why this happen? maybe a bug? Help me, i don't want to send a near explosion nuke to refuel my Mun station Tell me if u need to know anything, or a screenshot of the ship.
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I need help getting this into space.
Keymaster89 replied to XOIIO's topic in KSP1 Gameplay Questions and Tutorials
nuclear sure help by the way of traveling and maybe if u have to landing, but not for leaving Kerbin so if the problem is to get the lab into orbit. I think u have to unlock the Skipper engine first, that is the reaserch on top called Heavier rocketry (u should also unlock the Fuel system that is a prerequisite for that). After that, u should have the power needed to move that ship into orbit easy, otherwise, u'll need a fragile big ass tall tower of LV-T 30... the infrastructure and the complessity to build that rocket monster isn't worth. 7 Skippers in Asparagus configuration will be enough, and probably will give u fuel spare move to the Mun or even Minmus which is easier to land. But i'm new to the game as well, so this is just my advice, by my experience. ^^