Technical Ben
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Everything posted by Technical Ben
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Also, means I can go make a cup of tea during ascent. And it's been rather good with my custom SpaceX reusable. got one down with exactly 0 fuel left when it got back to the pad.
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You can usually edit posts. You might be able to fix the audio in something as simple as Windows Live Movie maker, just record some new audio for the beginning (the rest seems fine) and split the section with the eco and set as "no sound" then put the new recording over it.
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Yeah, starting with Kerbals is fine if he starting setup is planes and small rockets only (sub orbital). Then some sort of way to allow probes without being Over Powered, for the first orbital flights and luna landings (or close to) then back to Kerbals for more extravagant stuff. Batteries could still be released, but make a Kerbal pod much more power intensive than a probe. That way, you can allow probes and small batts early in the tech tree without it being OP? As you'd still not be able to fund the power req for a mission to Duna.
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no autopilots?
Technical Ben replied to ravener's topic in KSP1 Suggestions & Development Discussion
I'd like a "redo mission plan" option, where trained/experience Kerbals can activate an option to automatically spawn a ship in space. That is, only as an exact copy of the mission plan you already did. So, if you have say 1 tank in orbit, you can request that mission to be redo 2 times, and you now have 3 tanks in orbit (but at relative positions depending on time of launch). As you have already proven your launch craft can do the mission. Well, it would be nice as a mod, would save me making the same launch 10 times over to fill a tanker. -
MechJeb only automates automatic things. You'll be surprised how much you still need to do. But it's like most automated things, you COULD send every phone txt or email by hand, as dots and dashes... but that's time consuming. So, I set up a few flights by hand, I set and wait for a few burns by hand. Others, I click "transfer to planet" and let MJ do it. When I've got 10 launches, I'll do 1 by hand, the rest automated, as.. well, I don't play for grind.
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Orbiting: Wrong physics simulation?
Technical Ben replied to Carraux's topic in Science & Spaceflight
Interestingly you can add a little spin. It's just currently the game does not save spin states, so you need to add it again after every load. That's in agreement with you! Because a ship launched from erbin should not rotate of it's own accord as the OP (and those seemingly to agree) suggest it should. The game is working as intended, as follows intuition (if even possible) and as is "realistic" too. PS, and again in agreement, AFAIK a ballistic trajectory covers the flight of the object, not it's rotation. As a hint, fire a ball out of a ballistic gun (with or without air). Colour one side of the ball one colour, the other side another. You'll notice it does not rotate. Alternatively take a balistic bullet to the moon. It will follow a ballistic trajectory, but the bullet will not rotate at all, and will land as it left the gun (facing "forwards", but as you orbit, that'll be relative anyhow depending on where you land). -
Review Science completed
Technical Ben replied to LordZowy's topic in KSP1 Gameplay Questions and Tutorials
I don't think you can at the moment. I'd love to as well. "Kerbal got some rocks, fell over, then did science!" A mission control would be great for going over past missions too (with screenshots etc). -
There seems to be a lot of gold going that way!
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Part count under 200 for most if not all instances. Launches included. For general gameplay anyhow. Orbital stations and other docking can get up to and past 300. Some interplanetary, but most of those are under 150 now. If it's to the mun etc, I try to keep it under 100 for orbit and beyond, and under 150 for launch. Command capsules and return tend to be 30-50 parts for me now (got real good at shaving of unnecessary parts).
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time warp isn't cheating
Technical Ben replied to Buback's topic in KSP1 Suggestions & Development Discussion
There might be a possibility of adding a time based science collection module. Say the telescope. It does scan the horizon continuously. And provides science as you do other missions. It still provides a reduction in repeated experiments (as the current system does), but needs less "nannying" as the current expeditions. This would mean a player could for instance, only use "automated" science modules, if they prefer not to do EVA/click everything. But, it would require lots of satellites, probes etc, and lots of antennas/coms arrays. Plus would give a return that is relatively the same playtime as manual, just less mouse clicks out on flight and more launches/bigger satellites (for the telescope). -
I'll post how not to do it. I've not succeeded yet. Seems I've planned well for the ascent (at least 10k, I hope in DV, not sure until I test it proper). But the descent has both too strong a parachute (structural), too weak a breaking capability (fuel/too few parachutes) and Eves gravity makes construction all wobbly. I've got 1 more large lander to test and if it does not work, I'll have to redesign the entire thing for smaller tanks. PS, I'm always happy to help others host images and saves if they wish. Can do so tempoarily at the least until they get a hosting (I think the youngsters use "InstaGran" or something these days? ).
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Okay... I had "Eat Sleep Rave Repeat" playing in the background, and his lips synced perfectly.
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time warp isn't cheating
Technical Ben replied to Buback's topic in KSP1 Suggestions & Development Discussion
Ah, there seems to be a difference of application to the system here. Is the OP asking for science to progress independent to missions? I thought they were just asking for science to progress during timewarp, but limited to the scope of the mission? Yeah, science will not just "happen" when in timewarp, you need to actually do something to get a return. But I see no problem with putting a probe over to Jool, timewarping it's flyby and getting the 1000s of science in really quick "time" (providing the probe has the transmission equipment etc). No need to sit at your computer for the REAL 3 years for a Jool flyby. -
time warp isn't cheating
Technical Ben replied to Buback's topic in KSP1 Suggestions & Development Discussion
I'm not going to play chess with those people unless they craft every part with their bare hands. If they do, it'll be a cool chess board! PS, they'll also have to be life sized horses, and real bishops! Then they'll stop complaining about games "not being realistic". PPS, so thus "waiting" is not a legitimate gameplay mechanic. It's a social one. The ordering of elements, or the number of elements allowed between specific events is gameplay. The temporal nature of it is never "gameplay" unless it's challenging skill at the same time. Waiting is KSP is not skill challenging, so it's not gameplay effecting. In fact, 1 second and 1 million years are equal in KSP if it's just a tick of the engine progressing in each instance. Science in the game is not limited per tick, so is not limited temporally either. -
Same idea though. It's only a catch title. You could just play KSP. It's to test what happens in long confined times. Such as journeys or other limiting factors. Not sure it would be good for my health, or bladder though.
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Eve online will be bigger than KSP, as it's multiple systems. There are some large and long distance driving and flying games that are high on the list to.
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Now I know your exaggerating. There were no Mainsails to be found on the side of the road in early KSP. Plus docking ports were so loose, you had to do crew transfers between the Kerbals blinking. If Jeb blinked, his eyelids caused the craft to roll and you had to start all over again! That's the research screen, where you select new parts. You build from the big hanger or building in the middle. That one should have all the starting rocket parts in.
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Scientist in Space!
Technical Ben replied to Hoagster35's topic in KSP1 Suggestions & Development Discussion
Could perhaps have them in multiple seat pods, but not able to pilot. Or you would need a probe to pilot remotely. -
I was very very tempted to do this. Perhaps make ant engines generate electricity, and do it that way.
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Probes and satellites in orbit could be used to improve the % return on transmission (to a limit, say 90%). Then they are a viable boost for those who wish to use them (as the current %40 transmission boost to double that would be worth the extra launch). It would also mean you get to balance science launches, and funding (1 launch at 40% science, or two at 90% or one massive return craft at %100).
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Did you just use those sepratrons to slow down and land? Best idea ever! *Notices they are on backwards* Poor Jebediah...
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Yep, drag and aerodynamics are needed. I'd say once those and the especially needed "re-entry damage/heat" are added, it's "feature complete" to me. Everything else would be polish.
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A theory for why Kerbin's gravity is disproportionate
Technical Ben replied to JMBuilder's topic in KSP1 Discussion
Degenerate matter? Could that explain it?