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KSP2 Release Notes
Everything posted by cantab
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Well let's present the hypotheses:A) A clever 12-year-old made an aircraft concept using the same part models and textures as KSP, the same skybox as KSP, the same terrain textures as KSP, and the same atmosphere visuals as KSP, but all in a different program. A clever 12-year-old made an aircraft concept in KSP. I'll go for the simpler explanation myself.
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You've gotta do what you gotta do. And many phones these days have pretty powerful lights on them.
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It's clearly KSP parts and the general look is the same as KSP. But the clincher is the stars. The view is looking pretty much at the north celestial pole, compare the picture above with the stars in the circle (the Mun's orbit) here, it's an exact match, just the picture has like quarter-res textures or something.
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6/10. Nice ion trails, but I shudder to think what FAR would make of the wings.
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Yeah, Telemachus is pretty neat. One or two of the streamers use it to let viewers see the telemetry.
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I believe that a jet-only interplanetary mission is impossible. You can't get enough speed to escape Kerbin's SOI. I also believe it's impossible to get fast enough for special relativity to matter without cheating or glitching, meaning putting it in the game would be pointless. You'd need about 30 million m/s of delta-V and I just can't see that being possible in a part count the game can handle.
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What if the KSC was on another planet or a moon? (Hypothetical scenario)
cantab replied to GigaG's topic in KSP1 Discussion
Overall, almost everywhere is easier in delta-V terms than the surface of Kerbin. Eve is harder, of course, and actually quite close to Earth. With an aerodynamics mod the delta-V for an ascent from low altitude is virtually the same I believe, though Eve does have higher gravity. Tylo is harder for a return, but easier for one-way missions. As for the easiest, probably Minmus with its dead flat landing sites, low delta-V to orbit, and low inclination. You also have tons of targets needing little delta-V to get to: Mun, Duna, Ike, and Gilly are all cheap for return missions. Kerbin is a bigger challenge though you can use jets - it's also nice to have it relatively "on hand" to test out aircraft designs for the other atmo bodies. Eve is an easy one-way mission too. There is though one gotcha with Minmus - aerobraking at Kerbin is all well and good, but mess it up and you'll crash onto Kerbin! Ike might also be a good place. It's got a relatively low delta-V to orbit, and its own fairly low orbit round Duna means a direct interplanetary departure is efficient unlike with Minmus. Duna is a much easier early-game target from Ike than Kerbin (big) or Mun (worrying about transfer windows) from Minmus. And as is well known it's easy to encounter on the way back from interplanetary trips! -
Sounds like an awesome project! I'm a bit surprised it's not expected to be cheaper, though I guess building a large model glider isn't going to be peanuts. Also looks like Jason plays KSP . I hope he'll have something better to design with though. I wonder if X-Plane might be good for simulated flights, it's supposed to be just about the most accurate commercial flight sim.
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Yeah, I thought it was reasonably well-known that the Kerbal X was now capable of a Mun return. I don't think it should be really. I think the stock craft are worth having. The full part range in the VAB in Sandbox can be very daunting. I also think that they shouldn't give you ideal performance on a plate, hence the flaws. The Kerbal X was originally a rocket overengineered for reaching orbit - useful since it will soak up bad flying and/or let you mess around with manouvres. The ability to strand your Kerbals on the Mun was a funny perk. Now the engine buffs have made it capable of getting back, it doesn't feel quite right. The one I used most though was the Aeris 3A, because I wanted to fly planes but was rubbish at building them. And bear in mind, of course, that most of the stock craft are to support scenarios. Having them in regular saves is a side benefit.
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6/10. Will be too easy to detect when landed on the polar ice caps. Sorry no embedded image http://news.bbc.co.uk/1/shared/spl/hi/pop_ups/06/uk_enl_1142252852/html/1.stm
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7/10. Needs more lights.
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8/10. Excellent offensive power, but vulnerable to asymmetric warfare. And it's a shameless Mimas ripoff.
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Neither. 10char. And I don't like to give extra hints, but Stranded I'll say that some of those inferences are wrong.
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This seems a bit dark for the game for me. Insanity is often played for laughs but it's a pretty horrible thing really. Well spotted, I added that into my list. I will say that the idea of not announcing new planets isn't good, since that's a major new feature that helps sell the game. Well, I feel that's a rather pessimistic view. Squad haven't majorly changed their mind that often - and I'd rather they didn't dogmatically stick to an announced plan to be honest. Stuff taking longer than we'd like, and being put on the back burner and ignored for several updates, is common I'll grant. But I do feel that a look at Rayne's comments from two years ago shows that Squad have a general direction and vision for KSP. Yes, there are changes, and yes some of those changes are towards "less" in terms of features and capabilities, for example the Kerbal skills and you are saying the tweakables (not that I see that myself). But overall I see steady progress being made.Incidentally, I'm not even sure what the whole "controlling inactive ships" means, so I skipped over that altogether in my listing. You can already freely switch between craft, and I believe the game can track resources on inactive ships. Stuff in physics range will even keep on burning. What else is there?
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Well, that applies to every day.
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Well, repost and newhint then. 'twas a day, like no other, 'twas a day, there'll be another, 'twas a day, the routine broke, 'twas a day, the woman spoke, 'twas a day, to end, it's fate, 'twas a day, to celebrate, 'twas a day, that much is plain, 'twas a riddle, to puzzle your brain. Hint 1: It's happened this century, ie since 2000. Hint 2: "the woman" in the fourth line is generic, it does not refer to a specific individual.
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Mostly he talked about the resources system. That was cancelled based on internal playtesting, and looking at that overcomplicated chart of made-up substances I say thank Kod it was. I don't thing I'd have enjoyed KSP as much if it was full of interplanetary fetch quests like some grindy MMORPG, which is what I fear that resources system would have resulted in. As for other stuff mentioned, well let's have a rundown Rayne said they were going in and they were: Tweakables. NPC kerbals. Training Kerbals to do stuff for you. Re-entry heat, sort of - stated for .19 and we got graphics but no gameplay on that front. Optimization. KSP still has major performance issues but tests have shown a steady improvement since .19. Science experiments. Launch pad without that old tower that everyone crashed into. Parts useful for space stations, eg the big docking ports. Empty tanks you can launch (Possible with tweakables). Rayne said they weren't going in, or not soon at least, but they have by now. Crew transfer. Rayne said they were going in and they haven't yet. Resources, and everything related to them. Off-Kerbin construction. (Beyond what we can do with docking) Water physics updates, I think. Planet discovery system. Overall, not much that Rayne was talking about nearly two years ago hasn't made it into the game.
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No, nor any other KSP release as far as I know.
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Keep in mind that Intel and AMD will anticipate their CPUs being used with the stock cooler in a poorly ventilated small form factor case that's never cleaned during the two to five year lifetime of the computer. While deliberately running hot isn't a good thing, it's really not much to worry about either. My CPU, an old Phenom II X3 710, is about five years old and endured several months of hot running when playing KSP, including a fair few shutdowns from overheating, before I realised the issue was a dust-caked CPU cooler. It's still running fine, and even overclocked from 2.6 to 3.2 GHz now.
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A very good point. Notwithstanding that Kerbals have funny proportions, that the game is about building vehicles, and that we do have the jetpacks, I think Kerbals should walk and run faster and better. It'd make even simple missions more fun if you can jog over to the next crater without it being an exercise in patience. While yes this is a bit goofy and I assume a simple fix, you're talking about a 1 percent error. It's utterly immaterial to the gameplay.
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Damn that sucks. Save corruption is rare but not unheard of. I include my KSP folder in my usual regular backup to limit the threat.
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Took off from Tylo. That first attempt ended in disaster when two engines mysteriously cut out, only for one to reignite and make the lander cartwheel. On the second try I had to make do with two engines most of the way. Jeb was not best pleased. The ship didn't quite make orbit, I finished off with about 0.7 units of EVA fuel.