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Redwizard000

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Posts posted by Redwizard000

  1. Is it possible to get the old RCS translation controls back?

    It used to be when in normal flight mode WASD would roll the ship with RCS. In Docking mode WASD Shift Ctrl would translate the ship forward, backward, left, right, up and down.

    Now the translation controls are IJKLMN in both modes...

    Is there a way to make it work like it did before? The new keys are bugging me.

  2. Strange that everyone is having so many failures, IMO.

    I've made two dozen hard mode 1.0 career launches so far, including mun missions. Some necessary techs and an upgrade to the launchpad for weight is all.

    Only one failure - Killed by reentry when I lost electricity and steering(it was going so well!), reentry from my first orbital flight :(

    Well, it could be worse. I mean forgetting batteries has to be more forgivable than forgetting a parachute :D

  3. Seriously? Do you really fly aircraft or SSTO's in KSP? Esp. in v1.0? I fly with a joystick, and frankly, it responds more like a REAL aircraft now, when flown with a joystick and rudder/throttle controls. It's not "easier" in the sense that everything is ho hum--there are things that make flying more complicated now, such as watching altitude and airspeed because the aircraft/SSTO behaves differently in different altitudes and speeds. If you think aerodynamics made aircraft and SSTO's "EASIER" now, I challenge you to get to orbit with a winged SSTO, and I tell you it's much more difficult now (which actually makes it a little more realistic).

    Yeah... I have had a grand total of ONE success with Kerbal airplanes\spaceplanes if you can even call it a success. I made a SSTO orbiter that had just enough fuel to make a 70km orbit and deorbit, barely. Then you have to land it using chutes because I never quite got the hang of how to put the fuel tanks on the planes so that they don't spin out of control senselessly when the tanks are empty. I made it for K-Prize.

    I have mostly given up on planes, I stick to my strengths which are rocket building, station building and base building. I can dock like a boss, that is my claim to fame :) .

  4. Correction: If someone at NASA made a bottom-heavy rocket.

    Top heavy is good. Think about darts, do you want the weight at the nose of the dart or the tail? :P

    There you see, and that is a perfect example of why I would never qualify to build rockets for NASA...

    - - - Updated - - -

    The thing is, it's not top heavy at all, has plenty of fins, and would fly excellently on .90. 1.0 is broken, admit it. The controls are so jumpy, and it's not a design issue. The devs took a seriously wrong turn here and it's coming back to bite them.

    I am not going to admit it just yet, I just started playing 1.0 and haven't had any extreme bouts of aerodynamics rage yet... ask me again tomorrow.

  5. I think (a fantastically useless truth), the benefits to the barn were glazed over when we really look at it, but having modded a fair amount, I'll weigh this for the barn:

    The tiered building system right now goes:

    30 parts

    250,000 bucks for 255 parts

    a million bucks for infinite parts

    It seems to be a very ... jaunty and jagged set of steps to ascend. It may be alright and bearable when you've played KSP long enough that you know how to maximize for it, but the barn... regardless of whether you like the art style or not, the barn is a new tier that smooths out building transition very nicely. And it made total canon sense in that what sort of launchpad could handle a 30-part rocket? Definitely the one built right outside a wooden barn! Seems like the perfect place for launching sounding rockets and practice flights and nothing too "serious".

    I guess, i feel that's what we really missed out on with not having the barn yet: Imagine for instance, a barn, 100,000 to upgrade to the tier "1" VAB, get 75 parts or something suitable enough for a full ride to the Mun, then maybe 300-400k for tier 2 and 200-300 parts, then a million for a VAB with infinite parts, a ridiculous stretch goal to give longevity to your career goals!

    I think everyone got so hung up on the artstyle of the barn that they neglected to realize what a 4 tier space center meant in terms of game balance: A much smoother, much more finessed game experience in career

    So yeah Harvester, in case you read this or you're rethinking the barn, please work to get Barn into the next release!

    I guess it makes sense when you put it like that.

    One thing I have never quite understood about the launch pads and VAB in regards to "parts" is why does the number of parts matter? I can see radius, height and weight mattering but why the number of parts? Could you launch a mun rocket from the barn launchpad? No probably not. But a small rocket with 50 parts is still a small rocket. I have overbuilt rockets where I have had to take lights and science parts like thermometers and antennae off because I exceeded the part amount. I mean, really? That one light is going to over-strain the launch pad? When I can take two lights off and add another full fuel tank?

    My suggestion would be to have certain parts not count towards the part count. Small things like batteries, lights, solar panels, small science parts (like goo or thermometers), antennas .etc. I think total weight should matter a lot more than something as arbitrary as "part count"

  6. Yeah, the aero is completely messed up. Going to see if NEAR works because I know you can get to orbit in that. Rockets do not flip over mid-flight, ever. No matter what. I've never seen it happen. (Malfunctions don't count)

    Well yeah, because real engineers with real engineering degrees don't make n00b mistakes. I think if someone at NASA built a top heavy rocket with no regard for aerodynamics or center of mass it might very well flip over.

  7. I for one am really enjoying 1.0 and the new mechanics. It is more "real" than previous versions, that's for sure. I think the new atmospheric\aerodynamic system adds a nice new challenge to the game. I believe it can be turned off. I am not sure about your specific instance, but I have been having all kinds of things explode during reentry...

    I second that the Engineering Report tab would be more useful if it contained more information about the rocket, like Delta V and such. It would be nice.

    I also wish that there was either a vanilla module or a tab in the tracking station or something that would show you the angles for the launch windows to other planets, like the protractor mod does.

    I just started a new career, but I am already having a lot of fun with 1.0. I can't wait to unlock some of the more advanced stuff.

    I doubt that any release of any game is going to ever please 100% of the players or contain 100% of every feature that every player wants. That is why games (especially sandbox games) have a modding community.

  8. While the barn would be quite humorous and very "Kerbal" I really don't see the point in having a lvl 0 building... the lvl 1 buildings are already begging to be updated the second you start. I mean what would you do with the barn? Launch a command pod on one of the new little half-pint boosters, earn the first liftoff contract and then promptly upgrade the barn to lvl 1? I really don't know what the intended progression would be other than just having one more set of buildings to spend money upgrading almost immediately.

  9. Yeah I am having similar problems. You now definitely need fins and nosecones. I started a new career mode and couldn't figure out why all my rockets were flipping upside down in lower atmosphere. I haven't unlocked the rotating fins yet so I am having a really hard time rolling. I keep "almost" making orbit :( Wait until you discover the new reentry heat mechanics :P That little G force meter on the nav ball isn't just for show anymore.

  10. lol, I just got a call from work. Everyone except for the manager and director in my department called in sick today. My boss left me a message on my phone asking me to come in (it's my day off, I'm not going in). Me and the other 5 guys in the department are all big Kerbal players. I doubt they are sick... they are here... somewhere in the cars of they hype train. I should call them all and see if they want to have a launch party; I hear that booze, rocketry and general unprofessionalism go together pretty good.

  11. I did a mission to the mun. Command module with detachable lander. Jeb and Bob were in the command module and Lemdred Kerbman was in the LEM. Lemdred went on his mission, did a bunch of science and stuff. Due to... technical difficulties involving the RCS system on the LEM I was unable to dock the two ships back together. So I got them close enough for Lemdred to EVA over to the command module. He got out of the LEM and got the data from the goo can and the science jr. and spacewalked over to the Command module. He grabbed on to the ladder and I hit the button to board the ship.

    I got all the green text showing that all the experiments were stored and Lemdred entered the command module. The only problem is that he is also still hanging on to the ladder... There are now TWO Lemdred Kerbman's; one in the command module and one hanging on to the ladder. The one outside could not board the ship because all seats are now taken up. So I did what any reasonable mission commander would do - I left the extra Lemdred there orbiting the mun and returned to Kerbin. Landed the Command module and everything was fine.

    The problem: Evil Lemdred is still there orbiting the mun... Only now I can't "fly" him. He shows on the Tracking Station screen but you can't select him and you can't "terminate" him. If you go to the map screen and focus on him it switches to him but there is no model. I can't seem to get rid of his orbit line or the little Kerbal icon. I tried restarting the client but he is still there, watching and silently judging me.

    Anyone ever see something like this before? This is a first time I have ever seen a Kerbal clone himself (though I suppose this may support a Kerbal asexual reproduction theory).

    More importantly, anyone have any idea how I can make ghost Lemdred go away?

    Thanks,

    RW

  12. I try to use but everytime now the discarded tanks will rotate and explode. People have been talking about this bug other threads, hope it gets fixed soon.

    I have had that problem also, I have started putting seperatrons on the discarded tanks so that they get thrown clear instead of clipping through the main stage. Works pretty well.

  13. I use it all the time except on basic launches, like sending one thing to the space station or a simple orbiter. My career mode space station was built using parts that were carried into space with asparagus rockets. I don't pancake them though, one layer of either six or eight radial rockets depending on needs. I think making ridiculously un-aerodynamic rockets in anything other than just playing around in sandbox is an exploit... (Not that I have ever used an exploit or anything... like my infinite free cash orbital satellite network.)

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