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RocketBlam

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Everything posted by RocketBlam

  1. I lose a guy once in a while, but usually only if I'm very far from a save. Or I'm playing without saves. Otherwise it's "Revert to Launch" or "F9".
  2. I don't really see a need for Squad to improve rovers, so much as give us a reason to ever build one. I think of these things in terms of what KSP started out to be, and what it became. At first, they were designing a pretty simplistic game (from a gameplay perspective) but a pretty complex simulation. They've been trying to manage the two, and the game has kind of taken off in a direction they didn't anticipate. I can totally understand how this can be a difficult path to follow, so I try not to be too hard on them about game features.
  3. Just an update on this career. What I've been doing is flying missions to Eve and Jool while the MPL does its thing. I've landed on Pol and Bop, and flown past Tylo for missions. When flying to another planet, I just warp for about 350 days, quick save, and go back to the MPL to transmit science. It takes about 350 days (as I recall) for the science to fill up. So on the way to Jool, I go back three times over the course of the flight to go back and transmit science. Having done this, I need 3,850 more science to fill out the whole tech tree. Honestly what's slowing me down now is not science, but making the money to unlock the parts. My next missions will be to Vall and Laythe. I was thinking about sending another MPL to Jool orbit, but by the time I either landed on Vall or Laythe, the tree will be finished. So it would be pointless. The tree will be completely filled out before I even use the thing. So this actually brings to mind what I consider one of the big problems with the career/science modes. Once you've unlocked the whole tree, there is no more "progression", if you will. The "reward" for doing missions is no longer a reward since you can't get any more techs out of it. So maybe that's the bigger problem here. Not just different nodes, different tiers. I can understand different nodes, but different tiers doesn't make sense to me.
  4. I'm not saying that what it does is OP, I'm saying the scale it does it is OP. 25:1 science gain? How about 5:1?
  5. I checked, and sticky keys is off. Also, I don't see this in any other app.
  6. Engines coming in different tiers than the fuel tanks that go with them...
  7. Um, pardon me? The man who flew an asteroid as an aircraft? THE 5th Horseman?!?
  8. If we include mods, anything is possible. I'm talking about stock.
  9. It was impossible. But it had to be done. (Why is this quoting two posts? Is this a new bug?)
  10. FYI, I've been to Tylo also, and... Eve isn't that much harder than Tylo, it's just a different kind of hard. Tylo is easier to take off from, but much harder to land on. You have to have huge D/V and huge TWR. My first couple of tries crashed because I just couldn't slow down fast enough. Just a thought. Eve isn't a brick wall, but it's a big challenge. I have to try it again now, since aerodynamics and atmospheres have changed so much.
  11. Returning a Kerbal from the surface of Eve. (I've done this twice, in seperate careers). Second most difficult: Transferring a Class-C asteroid to a Bop orbit. I still have nightmares.
  12. No, it didn't sound harsh. You had a good point actually. I hadn't really thought of the kind of skills you have to have to do this... docking, rendezvous, etc. Although it occurs to me, if you can land your lander fairly close to a specific spot on Kerbin, you don't even have to dock. Just land near a Lab on Kerbin, take the science out with your Kerbal, and put it in the lab manually. Hmm... I may try that.
  13. Well, fair enough. I guess it's a question of the difficulty curve. Once you can land on Minmus or the Mun, and can dock, unlocking the Lab is basically a ticket to the end of the tech tree. I mean yes, it is easy for me, the player who did the Kessel run in 12 parsecs returned a Kerbal from the surface of Eve -- Twice. (I'm sorry if it seems like I'm bragging about that, but... who else am I going to brag to? The people in World of Tanks?) But it's actually easy for anyone who can just get to the Mun, and dock afterwards. Well... ok. You have a fair point. You also have to know how to rendezvous in orbit, which to be blunt, even the Russians couldn't figure out. Still, you can fill out the tech tree from just one mission to one of the moons of Kerbin. That seems really strong. OK, I did a little bit of the maths, also. From a science mission that would have returned 57.6 science if recovered, that science converted to 290 data. So that's a more than 5-1 conversion ratio. Converting 100 data resulted in 500 science - another 5-1 ratio. So we're talking about a 25-1 ratio of recovered science to processed science! Return it to Kerbin, 57.6 science. Process it in a lab, over time, that's over 1400 science!
  14. There, I said it. Now, I know what you're saying: "This is a single-player game. There is no such thing as OP". (OP, by the way, means "overpowered" in game speak, for those of you not as geeky as I am). And you're right. The Mobile Processing Lab is not as OP as, say, a KV-220, but it really imbalances the science and career games. Hear me out. Take a lander to Minmus. Have two Sc-9001 Science Jr's, two Goo Modules, a thermometer and a Barometer on your lander. Visit two biomes on Minmus, plus temp and pressure readings in atmosphere and in orbit. If you want to, take four goo modules and get science from the atmosphere and in orbit from them. Of course, get samples from your landing zones too, and crew/EVA reports from wherever you can (you can only store one crew report for the Processing Lab, but that's ok). Return to orbit, dock with an orbiting Processing Lab. Unload all your science into it. of course you should have two scientists on board. I have two level-1 scientists on mine. It's easy to level the scientists to 1 star just by getting them into Kerbin orbit once and returning. That science may be all you need to fill out the entire tech tree. And I haven't done the maths, but I suspect you could do it with only science from Kerbin, in a Processing Lab sitting next to the launch pad. It would take multiple biomes, though. Now, to me, that seems a bit much. The science you get from the Processing Lab is very, very good. It multiplies the science you get by two or three, or more. Again, I haven't done the maths, but I am currently sending a probe to Bop. I did as I described above before I left. I've done one more mission to Eve and Gilly since then. Every 350 days or so, on the way to Bop, I go back to the Processing Lab I have in orbit and transmit the science. I get 500 science from it every time. I started out with 750 data (from the Minmus mission), and have already transmitted 1000 science back. I still have 500 data to work with (it converts "data" to "science" at some multiple, more than 2-1), and I haven't even processed all the data I got from Minmus. I should really do the maths here. But I'm lazy. I did this in my last career, and it was the same kind of thing. A mission to Minmus (or the Mun, if you prefer) that would normally return 300-400 science returns thousands of science after processing. Now, I'm not complaining, necessarily, but it does seem to be an astounding return for the effort you put into it. Thoughts are welcome.
  15. The times I've used a joystick in KSP, I haven't had any problems. I think it's compatible with almost any joystick that is standards-compliant.
  16. That's fine, having your contract not renewed is not being "fired" either.
  17. Seems to be airing a bunch of dirty laundry, honestly. Were all these people "fired", or just laid off? In the US, there's a big difference.
  18. You have some valid complaints, but I can't respond to a wall of complaints, I don't suppose anyone wants to do that. KSP has to balance being fun for beginners, and being fun for more advanced players. And also being fun for superhuman, amazing players that have returned a Kerbal from the surface of Eve. Ahem. So, what I'm saying is, for KSP to be the game I really want it to be at this stage, it would be overwhelming for those people that have trouble landing on the Mun. That being said, a lot of your complaints could be solved with some mods. Infernal Robotics is really good for making things like a rotating arm that can deploy a rover. I'd look into that. Another solution, possible with stock, is to put the rover on top of the craft with a decoupler, and a small rocket to shoot it up and away from the main craft. Then use a chute to drop it back to the ground nearby, or rockets if no atmosphere. In fact I think I'll try that right now. This may sound crazy and complicated, but you should see some of the nutty things NASA has done, that have actually worked. Part of the fun of KSP is coming up with new, clever solutions to problems like this, without having all of the tools you think you need.
  19. I've noticed this issue on both Kerbals on EVA, and craft. It's just now that I've realized they're the same problem. What will happen is, I'll have a Kerbal on EVA, and I'll use my jet pack to fly around. Sometimes, when thrusting in one direction, the thruster gets stuck on, and stays on until I click the thruster again, in the same direction, twice. If I do nothing, he will continue to thrust in one direction, I assume until he runs out of fuel, even with no hands on the keys. Landing on Gilly right now, I had a spacecraft begin rotating out of control. Even with SAS, it just rotates faster and faster. I'm not sure what stops it, because in a panic I just start mashing keys, but maybe it's the same "click twice in the same direction you're rotating" thing. I would assume I had Windows StickyKeys on, or some keyboard problem, but this never happens in space, or if it does, I haven't seen it. It only happens when on or very near the surface of a planet. Does this happen to anyone else? This has been happening to me since at least 1.05.
  20. I always find it funny when people say thing on the internet like "I'm not good at English" or "I'm practicing my English." Almost every time, they speak English better than most of my countrymen.
  21. Delta-V wise, what do you need to get to orbit from sea level on Eve in these 1.1.x days? Anyone know? Or do I have to go experiment myself?
  22. I just noticed a really weird issue. I'm orbiting Duna, using Ike for a gravity assist. I shut off my engines, and my apoapsis and periapsis keep changing. Not much, only a few 10s of thousands of meters, but... there are no obvious forces acting on the craft. I'm not using "point to prograde" or any auto-pointing, the ship is not thrusting and not rotating. But the orbit keeps changing back and forth like that, and slowly getting bigger over time. As you can see, I'm not thrusting, and I don't have RCS on (or even any RCS on the craft). But the orbit is changing. Anyone else seen this?
  23. 1.1.2 seems to have fixed some of these problems. On a very small plane I made, the thing won't track straight going down the runway. On a more normal-sized plane, they work fine, although they tend to slide more. That's not a game-breaker though. They are all more sturdy now though, thankfully.
  24. Aircraft wheels seem to work a LOT better now. I was able to take off and land and everything. ETA: Except... the plane still veers out of control when taking off, for no apparent reason. So, they're stronger, and don't break as easily, but for some reason cannot keep going straight on some aircraft (and yes, I checked to make sure they're straight).
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