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Gunso

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Everything posted by Gunso

  1. but on the window i see its set at 100m/s and there's no way to change it there. got it! thanks!!
  2. ahhh now i get it, thanks. So if i want to turn at higher alt, i'll need to manage my speed accordingly. Now i know what to tweak on my rocket design.
  3. hi, just want to ask. I'm using the current dev version. Does the ascent path editor still work or the new ksp broke it? I've been wondering because i noticed the gravity turns starts at the same height no matter what value i set in the editor. ------------------------------------------------ Everything else seems fine to me (only used it up to minmus on career mode tho). At 1st I'm kinda puzzled with the rocket spinning at mid air the 1st few times but manage to fix it by reducing the % thingy on the ascent guidance(also saw in forum about top heavy rocket). Last night tried the auto landing on kerbin, 1-2km diff from the hq is really quite nice i would say. This new issues with the new atmosphere kinda gave me an idea for career mode. Imagine if u need to do contract missions of collecting data for the atmosphere 1st at multiple level and area and only after doing that mechjeb will be able to be used properly in that planet atmosphere. So if u go to a new planet, u need to drop a few probes before mechjeb can do proper calculation for the landing. If not the landing will be like when ksp broke mechjeb with the new atmosphere update XD that gonna be fun
  4. a moment of silence for Lohan2008 dead GPU
  5. i like the changes it made me feel like playing a new game with new toys to play around this game really worth every penny
  6. i dont post much but 1st, thanks sarbian for your great job. i really appreciate it since i only play ksp with mechjeb only. I would like to say sorry in behalf of those that keep posting here saying it dont work with .90 without attaching a log file at all. i have the same problem as they are, like it wont circularize on auto ascent. But i noticed it works normally on sandbox and my guess is the upgrades on the buildings is somehow limiting the features on mechjeb which is understandable on career. I do modified my part.config so my unlocktechs is set to start and i see i'm missing my manuever window and etc like the other posts here but i also see message on mechjeb window saying some features needed to be unlocked (or something similar like that) which i'm guessing is the buildings upgrades. So, thanks for your fast updates again
  7. I like the new contract update it gives me objective on what to do. before science upgrade with just the sandbox, i dont even play this game that much before. Having all parts thrown at my face while i'm still a noob kinda puts me off. I start spending a lot of time on it when science came in and start doing stuffs to get science. I'm sure squad can just add difficulty level in future update to reduce the income to those that say its too easy. To squad, i would really appreciate it if you can add some more details to the contract like pic of the part to be tested and the spec like in the vehicle assembly part detail. At least i have a rough idea on what kind of engine i'm going to test and can choose multiple contract that fit with each other on just 1 launch. And since the parts have its own categories, maybe in future update you guys can add modded parts automatically to the game too. anyway thanks for the awesome update, i'm building weirder rockets nowadays to do multiple contracts at the same time to save money lol
  8. I have an idea if squad want to add difficulty option in the game, just remove the powereful parts for harder difficulty i only play career mode, so i dont really have an issue with ARM just that i dont feel like capturing any asteroids now since i have no idea what to do with it. Unless they add things like mining the asteroid for science or unlocking a rare material then i would be interested. I do like the randomness of the asteroids, it increased the risks of one hitting my space station I do hope they add notification system or something like a collision alert to tell you when a debris or asteroid passing too close to one of your ships. I do like to jump to it and watch it pass by..... or hit them
  9. OMG! i've been waiting patiently for an occulus rift and facebook bought it!!! They are going to ruin it! should i get the dev kit now?
  10. gawd, i didnt know this must try it when i get back home thanks!!
  11. i use it all the time because i play on my sofa with just the wireless mouse only, it have additional programmable buttons and that's enough for me to play without a keyboard. I only reach for my keyboard when doing kerbal EVA once in a while or typing a new spaceship save filename. i will be spending less time with KSP without MJ
  12. you should try kethane, KAS and infernal robotics too yup there are just too many mods out there i removed KW from my game when it made my camera view buggy, maybe conflict with other mod. But i'm too lazy to find the real culprit
  13. Thanks for making me interested in gaming again with all these new games that have been dumbed down nowadays, i'm almost on the verge of quitting playing games.
  14. For people that dont have a lot of free time like me this was really useful http://wiki.kerbalspaceprogram.com/w/images/7/73/KerbinDeltaVMap.png if u like to fly yourself use kerbal engineer redux. if you dont, then use mechjeb. Mechjeb wont have any problem flying big rockets with low FPS which i found really useful when my PC is lagging due to huge number of parts. Once u understand the basic then fly manually, a lot of unconventional design need to be fly manually. Like a vtol or a large spaceship that turns too slow that u need to have boosters in front of them to slow down and use action group to switch, mechjeb cant do this. Build whatever you want, because this game lets u enjoy doing it............and blowing it up
  15. stock parts, kerbal engineer or mech jeb more than that will overwhelm new player i remember putting off this game for a few months after getting it and only start playing it again after watching some youtube videos and intensively going over tutorial videos also give him this so he have some idea when designing rockets http://wiki.kerbalspaceprogram.com/w/images/7/73/KerbinDeltaVMap.png
  16. you could try the wiki for example for reaction wheel is here http://wiki.kerbalspaceprogram.com/wiki/Inline_Reaction_Wheel the rest of it is here http://wiki.kerbalspaceprogram.com/wiki/Parts just for vanilla parts tho
  17. You are talking about this mod right? http://forum.kerbalspaceprogram.com/threads/43839-0-23-KSP-Interstellar-%28Thermal-Helper-Solar-Sail-Impactors-Fusion%29-Version-0-10-3 i havent tried it yet, but from the few pages that i read. You use the warp engine to travel to other planet, but to circularize and land you will use normal fuel that use DV all the way to landing. I can assist you through skype but i havent tried this mod yet, just give me ur skype name if you are still interested
  18. i have some free time, just dont asks me the math behind it tho just give me your skype name, i'll try to help as much as i can based on what i know
  19. Hi guys/gals, i'm a bit new here and really impressed with this game. In fact its the only game i play nowadays. i dunno, but watching my rocket fly is kinda relaxing to me. When i 1st got this game which dont have career mode, it kinda disorient me with all the available parts and i lack the imagination for sandbox games due to lack of knowledge in the space program. I play sandbox just for trying the tutorial i see on youtube and etc. Apart from that i dont really do much because seeing all those parts kinda overwhelmed me i guess. Maybe i'm just not a sandbox guy because i have no idea what to do. When career mode came out, this really made a big difference. I have an objective to unlock the tree and start getting to know the lower level tier 1 by one. I start to spend my time almost daily with this game because the parts are introduced bit by bit by unlocking the tree. Then i realized the potential this game actually have and comparing how much i paid and the time i spent on this game. I felt that i should buy 2 more copies just to support the dev for making a game this fun with so much to do. Sorry for my rambling, below is just a few ideas that would be useful in the future career mode. Might not apply to everyone but i wouldn't know unless i post it i guess. Career Mode Income 1. Monthly budget funding with missions to accomplish and rewarded with bigger funding - For example at starters, achieve certain height for bigger monthly budget allocation. Next maybe achieved stable orbit and etc. For those that failed and depleted their fund can just time warp to next month so it wont depress new players since the only penalty is time. (Kinda like simcity but with rockets ) 2. Side mission or quest - Pop up appears in VAB for a special request from certain client or VIP and etc from time to time. Deliver a rover to the CEO house or a small fuel tank. Anything suited for an imaginary planet with green men. This will let players explore the planets because now you get rewarded for doing so while doing missions. - Satellites I would recommend getting money for putting the satellite into orbit only, then the controls are handover to the client. Once in a while there will be a request to refuel it or maintaining it which is accomplished by docking with it. - Emergency crisis A competitor rocket losing orbital velocity and request you to help it or change a falling debris trajectory and etc. Do it the movie Armageddon style, i dont care as long you get the rush of doing something at a limited time Rewarded with science points/money or special rare parts that cant be researched normally Game Difficulty - Harder difficulty gets less money and no revert or a limited time frame to accomplish mission. Your kerbal will die and you get a small structure (i cant remember the word for it, sorry) near the building for your fallen brave astronauts. Even possible for game ending scenario. Flight Planning I'm not sure if it's possible or not but it would be good if we can do our planning on something like the space center before launch. Adding the maneuver point there and just follow it one by one at the real launch. It's not the planner fault if the pilot/rocket fail to follow it. It's good for newbies to plan on the ground instead of doing it while flying. Planning maneuver 1 by one in a sequence and then following it at launch. Adjustment can be done as we do it now. I'll add more later when i can think of some more
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