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cantab

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Everything posted by cantab

  1. Built an ion glider Like most of my planes it's not great. Liftoff is touchy, I need to be careful not to shoot up them slam back down. Level flight is no problem, maintaining around 160 knots (80 m/s), but turning requires real work to maintain co-ordination, inattention will easily result in a spin. Nonetheless, I'm flying it through the pass in the western mountains now. Also, checked out your parts NecroBones. Some really great stuff there, and will have a place in my career.
  2. Minor suggestions: The pod should include the full assistance functions, at the moment it has just the basic SAS.
  3. Neat feature on the chute warning. Now if only MechJeb could read it Does this always warn, or only on Kerbin? I think it'd be neat if the other planets were a bit of an unknown.
  4. I don't see the exploitability as being the end of the world really. I mean it's certainly no worse than the infinite Get Out and Push! Once you're past the earliest bits of the tech tree electricity's pretty much free, and with the new mechanics when you're still in the earliest bits of the tech tree you probably can't EVA the Kerbal out anyway!
  5. Or even easier: burn until your orbit touches the Mun's, and wait. Well, this makes a lot of sense, since the VAB/SPH had a lot of work done on them. And good to hear there being a performance improvement here, because VAB lag was incredibly annoying. This also makes sense. The CPU-heavy physics calculations don't need doing in the VAB. They haven't been changed much if at all in this update. I think everyone does. But it's generally regarded as beyond Squad's control, since they don't develop the game engine. Repacking chutes is probably the biggest one.If you're doing a Duna mission where the lander comes back to Kerbin and you didn't take an engineer, you're gonna be in for a nasty surprise. A few people have mentioned this. As I see it, the runway is about right, but the rest of Kerbin is too smooth. Even on high terrain detail, it's made of polygons that are individually pretty large and flat, mainly because it needs to be a model of a whole planet.But I do think they missed a trick on changing the runway length. The lower tier ones could have had the far end be a bunch of piles of dirt or rubble or something, so you need to get off the runway before hitting them. Whole aircraft parachutes are a thing. More generally all the parts you get can be used, just some might require a bit of jury rigging. IIRC the bleeding thing just respawns when you do. You have to delete system32 to stop it respawning, but KSP needs system32 to run.
  6. Granted. Jeb, Bob, and Bill are a few unimportant NPCs in Skyrim. You can borrow a rocket ship from them to travel across the map quickly but dangerously. They don't appear in any other games, and Kerbal Space Program does not exist. I wish I could think of a good riddle.
  7. Return policies generally vary depending on why you are returning. If you just don't like the product it's going to be at the retailer's discretion and the time to return will be short if any. If it's faulty you can expect stronger rights. Of course it also depends on the jurisdictions involved. And yeah, I've been in the "Oh my, it's broken, this is gonna cost me a fortune :0.0:" boat before. The thing to do is try and keep calm and patiently work through solving the issue. It's certainly possible to permanently break components (I've done it) but it's also possible and much more common to just have something not seated right or muck up a bios setting.
  8. Baseless speculation. And indeed what evidence we have suggests it's not the case. Valeri Polyakov spent 14 months on Mir, and when he landed back on Earth he walked right out of the Soyuz capsule and has since been perfectly healthy. Living things aren't static machines, they're dynamic and can adapt to their changing environment during their lifetime, and we humans can further improve our adaptability with technology.With this in mind I do not expect any showstoppers problems with permanent human living in Martian, lunar, or even zero gravity. Sure, visiting a higher-gravity world will be unpleasant for a while until you get used to it, but so what.
  9. Quality, yes. Expert 3D artists like Bac9 could nitpick stuff, but in general they're OK. Style, less so. The cancelled farmyard KSP was bad quality but inspired and interesting. These go the other way, they've been done nicely but they're just a bit boring. With the possible exception of the SPH, which has variation in the roof to add some interest. IMHO the architectural style should change, the same way real architecture changes over the decades. For me it's not the level 2 VAB using different stuff to the level 3 I object to but using the same stuff as the level 1. I want something more than just "Make it Bigger", which is what I feel a lot of at the moment.And yes it means a mixed tier space centre will be a mishmash of styles, but so what!? Real places are!
  10. Cheaper solid rockets I think. In theory this design can offer low price, no need for complex engine machinery, and overcome the worse efficiency. In practice the savings don't seem to be delivered, maybe this can change.
  11. The question wasn't whether FAR had been updated, it was whether FAR worked in .90. Some mods work or mostly-work without needing any changes.But in the case of FAR, ferram's given the answer. Ie whether or not the current version of FAR could work with .90 or not is moot, because it's coded to refuse to work. It's an approach I dislike, but well, it's ferram's mod and it's him that ends up with the bug reports so it's his prerogative.
  12. I'm hoping and expecting .91 to be focussed on game balance and friendliness to new players. In my vision of .91: The big new feature is a major overhaul to the tutorials and suchlike. We saw a little of this in .90 with the info popup windows but it was still very spartan. Now, Tutorial Mode will walk the player through building a basic rocket, making their first orbit, and then transferring to the Mun and Duna. The Tutorials don't take the player all the way though; there are only a few light pointers when it comes to actually touching down on another world. For Science and Career mode, there have been lots of tweaks to game balance. The tech tree has been completely redone, and the contracts, strategies, and science experiments all gone over too to make a well balanced game. In hard mode part costs and contract rewards now vary depending on the state of your space program, so you will have to work to balance the books from your first launch to the very end. The new landing gears and the 2.5 m jet engines will really make things nice for plane flyers. Spaceplane flyers, on the other hand, will find the significant nerf to the jet engines gives a new challenge. Rocket flyers don't have so much to play with, but the single KS-25 engine with its high efficiency and high gimbal has its niches and not just for Shuttles. Physics warp and timewarp have been given a rejig. You can push physics warp as high as your computer can manage without losing accuracy, great for those long burns, and there's control damping so the ship isn't so twitchy when you do it. Timewarp has an extra level so no more half hour waits on your Eeloo missions!
  13. Ugly and heavy, but that works. Once you get radial chutes it's a lot easier. A viable alternative is to save a little bit of fuel, and then use the engine to slow down right before landing.
  14. I am starting to think that the black IVAs were a mistake. I know why Squad did it - so that the Kerbal portraits show up, but it ends up looking like a game bug. Several people have asked "why am I getting this" and I don't think that's a good thing. A placeholder IVA would have alleviated this problem. Maybe a fairly basic space with a note pinned up on the wall, "Sorry! We're still finishing the inside of the cockpit!"
  15. I can see that being neat to have. "Transmit one, store one" is a common technique to improve science yields, and being able to do that with surface samples without having to get back into the pod will be convenient.
  16. KSP has always been multithreaded, technically. It's just that there's only one physics thread and that's 95% of the overall workload.I've not seen if the game is any better/worse performing than before.
  17. Contracts to test jet engines when they can't work come up fairly regularly. I headcanon these as being because while the player might know that a jet engine needs an air intake, or won't work on Minmus, or whatever, the Kerbals don't know that!
  18. Not really. It's very dependent on Unity support on the OS in question. The Linux 64-bit build of KSP is rock steady.
  19. Good going. If you fly it well I can see that making orbit with a lot of delta-V to spare, the jet engines are super efficient. This is a ship DasValdez made as a Mun lander for beginners: http://www.kerbalx.com/crafts/212 This is it one I landed on Eeloo: https://flic.kr/p/q3SvAQ . And I should be able to get it back to Kerbin. This is a cheap little probe built with the mission of flying past the Mun, Eve, Moho, and "beyond": https://flic.kr/p/mYi7EP The "beyond" turned out to be Eve again, Kerbin, Duna & Ike, Duna again, Dres, Duna twice more, Kerbin again, Jool, and Eeloo. Yeah, I think I'm pretty good with gravity assists.
  20. You could always set your graphics settings down, thats what I had to do.Indeed. To be specific, try dropping texture resolution.If you can't start the game to get into the settings menu, try the following: * Move a bunch of parts out of the game folder. * Start the game. * Drop the texture resolution in the settings. * Move those parts back in.
  21. I gave the new gizmos, especially the offset, a go and made a DC-3. Flies OK, but not for long, since it needs the rockets to have enough power to stay in the air. There's an old joke that the DC-3 is "a collection of parts flying in loose formation". Hence the big gaps I put in.
  22. Got super hyped about .90 - and then carried on playing .25. Set my Tylo lander off with a periapsis kick. It seemed more stable than it was last time for some reason, but I still stuck to 1/3rd throttle. Despite that, several struts broke and eventually one drop tank was left secured by only its docking port and a single KAS strut. 16 orange tanks of fuel consumed and decoupled later, I'm in about a 2 hour elliptical orbit. Now to replace the struts, then go back round for another kick. Unfortunately I didn't keep the KAS stuff with the ship so I can't add more but I believe I can reattach the ones I placed the endpoints for. On the bright side, the game performance has improved noticeably.
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