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DailyFrankPeter

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Everything posted by DailyFrankPeter

  1. +1. My solution to the not-so-great AA was to buy a bigger display and disable AA. I suppose from the point of view of the old display that's technically supersampling.
  2. Neat idea! The flight physics is already there... And how about if we could somehow make holes to create golf fields. I mean imagine all the crazy places one could play golf in! This would give exploration a new meaning!
  3. It is literally the only remaining use for my 6DOF mouse (After seeing no measurable benefit in 3D work).
  4. I'd like to see these improvements: - support double-click on an save icon to load/overwrite (can still have the confirmation, but will save on moving mouse to the 'load' button) - better disambiguate autosaves (currently I think they have exactly the same name as the namespace I saved myself) - allow for full screen previews (or at least larger) on hover - sometimes two saves will differ by a few tiny parts on a large, otherwise the same, craft - scale down UI in general - fonts, number of items per page (same as for a lot of other other dialogs in the game) - currently it's sized for phone screens
  5. I agree. That would be 8 weeks release cycle which is not too bad, I suppose, depending on team size.
  6. Don't you miss out of 'crew report' science items if you don't take them? Also I imagine colonies will change this particular fact completely.
  7. How about giving them a bio with thumbnails + stats like number of hours flown? Seems like that could even be autogenerated. E.g. Jebediah Kerman missions: Mun Lander1 Mun Lander1 (1) Mun Lander1 (2) Mun Lander1 (2) final Mun Lander1 (2) final _another go (+pics) hours flown: 15000000 of which in time dilation: 14999998 KSP1 veteran P.S. Come to think of it, maybe there should be a option to not group/stack repetitive missions. P.S.2. These days, with gen AI, one could even feasibly think of autogenerating mission badges for the bio.
  8. I listed the rover bugs which - for me - are the main culprit in my OP. For example, I don't have a problem with it small rover not going above 9 m/s (because it doesn't look like it's supposed to anyway). But I do with trusses losing parts by 'spooky action at a distance' (because it's a sandbox builder game, the very essence of which is 'sticking parts to other parts and them staying there unless acted upon' :)), trusses not decoupling (because player does not expect parts 'immune' to decoupling, neither from the description or by intuition), grumble seats saying they are blocked (because the size of visible model signals something opposite), lamps not emitting light (because the button says they are on). And so on... This is comparable to your example of docking rings not docking. The purpose of this post was to suggest to devs - instead of going down the list of bug reports in a disjointed - to have a look at rovers as an experience. Now if they would do that and not discover the same issues, then that would have to mean my rover designs must be somehow really eccentric. It's possible - every one has their taste and imagination - but do you think building a rover out of the first rover wheel unlock, grumble seat, XS trusses (which seem the most matching size to the wheels) plus lamps and decoupler (because you have to deploy it somehow, and decouplers are what the player knows from the start) is that? I mean, I'm not misusing the parts here, right?
  9. Oh, I'm not saying that I can't make them effective - I just slapped 4 wheels radially, upside down and the 'Wheeling and Dealing' mission is done - so I suppose that's effective. I'm saying that dabbling in rovers for any extended period of time, especially trying to recreate the likes of an Apollo buggy or Curiosity rover, one is in for a struggle with an unusual concentration of bugs. As compared to trying to recreate a Gemini or Saturn which works pretty much flawlessly. Or compared to dabbling in planes - experimenting with different engine count, wing proportions & angles, etc - which I just had great few hours of fun with and never really felt that anything unflyable is unflyable because of parts not working, not my design being bad.
  10. I like the current colour but I'm sure a mod for adjusting Minmus' hue/saturation is so easy to make it is sure to arrive at some point.
  11. I'm going down the list of missions in 0.2, and so far it's been entertaining. However, rovers... between the precarious wheel physics*, XS trusses not decoupling/losing attached parts, lights not coming on, rover seats trapping Kerbals forever... this is one area of the game that feels frustrating. I can work around not being able to use a part or two on a rocket (there are plenty of others), but here it's too much and I would appreciate some sort of coordinated bugfixing effort looking at the rover experience. Thanks! *quite likely the most energy-dense part in KSP2, able launch a rover at ~20m/s with no fuel source at a Kerbal's touch
  12. That's true, hence the magnet. You still have to position it first, undock a part and then 'catch' it as it falls (if it's on the same vehicle), but I find this process more forgiving with a magnet. Also, objects don't fall that quickly on Minmus (and don't get easily damaged if they do). The crane really is a lot more versatile and practical then I imagined, I even went back to using it after an affair with skycranes and MechJeb, the only problem is the joints and how they deteriorate gradually with game loads. Thanks.
  13. Hi, I did a thread/wiki search but no answer to this simple question: What are the rounding rules for science added on-focus by the KSPI Lab? I.e. I focus on my Minmus lab every day, which invokes a "0 science added" message (but deep down I hope it actually is the 0.6-something, promised by KSPI Lab when I right click on it). If yield is actually rounded to full points (well not rounded but really truncated), then I'm completely negating my science income by focusing on the station!
  14. Couple more pics: It's crazy... but there is something very Christmas-like about this view Henbin Kerman wakes up for a night bite and pops out for a stroll around the base. (I forgot to mention the crew is on rotation here, so having spent 100 odd days in the colony Romin's crew was picked up by a shuttle and replaced.) Incidentally, did you know that a Kerbal weighs 90kgs (as evidenced by the map view)? It must be all the night snacking and unhealthy lifestyle...
  15. Thanks, man! Yeah, the FPS is not something to write home about. But luckily all I need are screenshots!
  16. With the Minmus staging base now complete, Mission Control says we can start using it for interplanetary missions. And this is the first ship we're going to operate from there: the Duna Explorer. Evolved from an initially clunky rocket with some inspiration from Elite Frontier's deltoid aesthetics. The crew nicknamed it the 'Black Adder'. This thing is the Italian sports car among Kerbal spaceships - built as much for performance as for beauty! It does not need a fairing NOR a 2nd stage vehicle, it's designed to leave Kerbin almost on its own internal fuel tanks + 2 boosters (though a powerful engine is attached just for liftoff); then it reaches Minmus on vapours and refuels there, for a full tank able to take it to Duna and back (or so it says on paper). Notice the respectable-looking heavy piston landing legs (which are not as heavy-duty as one might hope for shock absorption, however they are excellent at stopping the 100t ship from wobbling compared to just standing on the engines; the ship will have to remain anchored for some time waiting for its launch window). The Duna Explorer landed and being refuelled.
  17. Has this been solved yet? I've noticed it works fine when command module is orientated as in a rocket (up), breaks when orientated as in a VTOL (forward). This means it's kinda solvable but with a huge sacrifice. (Mechjeb 2.2.1, KSP 0.23.5)
  18. Rover parts that would make them more usable. At the moment there are a LOT of parts for Rovers but they're are problematic to deliver and even then can't drive very far and break (crash) on the way. So currently the best way to gather science with Rovers is to fly them to target anyway! Honestly some stock auto cruise system would give them purpose in life. (I also always thought the heaviest of wheels should be mounted underneath a load and not to the side, on a long, feeble cantilever. OK, make it tank tracks.) Also basic stock robotics (e.g. 1 hinge and 1 axle). That could even fix the Rover delivery problem^. After that, the stock plane parts are pretty limited and I think a basic space shuttle should be buildable from stock. But I suppose there is B9.
  19. Does anyone else get more sideslip with FAR 13.1 than before? Or perhaps it's KSP 0.23.5?
  20. An update on the Kerbal design-and-build adventure. I now have a 6DOF controller, which, I have to admit, has instantly transformed sky crane drudgery into crazy fun! And just in time, because we have a lot of work to do! Since the last episode it has become apparent that the I-Robotics parts have a serious flaw, which causes them to accumulate offset over time, in turn causing any designs using them to need replacement every few savegames. The contractor claimed no responsibility, as the robotics have always been experimental. In any case, the adjustable roof radiators need to be scrapped in favour of a simpler design. Also, we need more fuel tanks for our space resupply station. Yes, it's The Orange Tank... and one will probably not be enough. Multiple architectural 'layers' definitely liven up the base - creating a somewhat happenstance, oil-rig-esque structure, as the lifter docks temporarily on the observation deck. And it looks very cool, too . I love the subtle orange glint from behind the base... yet it's immediately obvious what it is. The Rover pulls up at the base in order to refuel and drop off science (as if it wasn't busy enough). We only need to keep one microwave cargolifter around so the one in the background will soon fly off, to most likely be scuttled somewhere out of the way.
  21. Zinfinion, which version of the drivers does the screenshot show? I can't see the tilt/roll/spin in my settings.
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