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FleshJeb

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Everything posted by FleshJeb

  1. “There’s a mod for that:” Although, I prefer this one:
  2. While I think your proposal has some merits, I have to disagree. I think one of the absolutely key portions of KSP gameplay is learning to design elegantly and well given the limited number of parts. Yes, it’s challenging, but it can be done. Having restrictions increases gameplay depth, and makes the good solutions that much more satisfying. I’m reminded of what my high school English teacher said about Shakespeare writing in iambic pentameter, “He accepted the restrictions because it was hard; he’s considered great because he did it beautifully.” Back to your spaceplane complaint: Real life airplanes pump fuel for balance. The Concorde was notorious for it. However, KSP is a lot easier than real life, and if someone has to pump fuel for balance, I think they just haven’t yet learned how to design without needing to. In any case, thank you for presenting the idea. It’s very creative and pretty well thought out—I just don’t think it fits within the scope of KSP. ADDENDUM: I also think it would enforce bad design habits by giving players an easy out. Most of the “awkward” craft that I’ve seen (and created) are a result of a poor understanding of physics and mechanics, not a flaw of KSP.
  3. I play sandbox, because career is a joke. In 5000 hours, I have maybe 20 hours into career and science modes. I only upgrade when I’m sure it’s acceptably stable and patched. In fact, I went straight from 0.25 to 1.3.1. I tested out the other versions but they weren’t very good. Currently on 1.5.1, but that’s because I wanted to share craft with a buddy. My gameplay has devolved into spending 10-40 hours engineering and testing for a mission, and then not actually doing it. I don’t even quicksave any more, because I revert everything to the editor. I have several saves that are perpetually stuck on Day 1.
  4. @putnamto I noticed you're not using MechJeb's Maneuver Node Editor. You'll never pull on a maneuver node again.
  5. In addition to the other solutions here, there's middle-click and drag.
  6. I should be upset about having Led Zeppelin stuck in my head now, but I'm not
  7. Just having caught up from early December, I’d like to state that it should have been, “Dawn Au Gratin,” because this story is cheesy. No, I’m not flarping sorry.
  8. Proof of how little I know. I thought OBS could edit as well. Thanks for the heads up
  9. Ha! Sounds like fun. I know a bunch of people using OBS. I’m looking forward to your impressions of KDEnlive, since @Dark Lion and I have a shared save planned, and I’d like to do some recording. I'm a surveyor, not a space jockey!
  10. I appreciate your journeys through the tech tree—I always learn a few things, and it’s a mode I’m not willing to play. Will you be bringing the lander back to Kerbin? Will the Overkill get left in Kerbin orbit, or discarded?
  11. TWR rule of thumb: Divide (ASL) thrust by 10, and that’s the number of tons you can lift at a TWR of 1. For Mun, multiply that by 6. For Minmus, multiply by 20. For Duna, multiply by 5/2. All easy to do in your head.
  12. Both of those numbers are MUCH higher in KSP. Also, the ocean density varies substantially per planet.
  13. Airplane Plus parts have some issues with absolutely huge hitpoints values (they're trying to fix it). For now, @Rocketing Racerand I worked on correcting the values for all the parts in AP+. Below is a CFG file for use with Module Manager (comes with BDA) that makes the numbers at least somewhat rational: https://www.dropbox.com/s/gvasv4ywtu2jjha/000000_HitpointModule_PartFixes-AirplanePlus.cfg?dl=0 This will fix existing craft files to the new values: https://github.com/java12man/BDA-CraftHitPointFix
  14. Limited the amount of undo/redo steps in the editors to prevent excessive use of memory while building large, complex vehicles. The amount of steps can be adjusted via GameSettings.EDITOR_UNDO_REDO_LIMIT I figured out that was problem the other day, when I had to do a LOT of undos on a large craft. If this setting is defaulted to less than 30, it's going to be a problem. Is the editor currently retaining a complete copy of craft per change, or is it transactional?
  15. Nicely done, dude. It's been fun working with you, and I'm grateful for the advice and the collaboration. Please include my source files on your github, as I don't have an account at the moment, and they're good for an example. There's no license on them other than "IDGAF". Here's an example craft that generates two corrections: https://www.dropbox.com/s/dqdh1p7gaiaglf7/Zippy 5 Gun.craft?dl=0, or you can use one of yours. Also the fixes for the three stock wings, which should go in a different example folder than AP+: https://www.dropbox.com/s/jfxtipik3z6v723/!stock.csv?dl=0
  16. A well-engineered simple plane can be very, very satisfying.
  17. I'm reserving a post for reviewing the Kranker. I should have time to do it this weekend. I have fairly ambitious plans for a 100% recoverable long range tourist vehicle, but I may start with something simpler.
  18. https://www.dropbox.com/s/mcl1dk2by4yb429/AP-BDA HP fixes.zip?dl=0 @HojozI don't know Rocketing Racer's forum name to give him credit for the assistance, and I haven't included his craft-file fixer. I pulled a lot of these numbers out of my butt, but thy're at least semi-rational, and based on stock parts
  19. I sure hope none of us make duplicate bugtracker accounts to upvote things with. That would be wrong...funny, but wrong.
  20. It wasn't the Kraken--You're moving really really fast, and the upper atmosphere is comparatively hot. Look at the temperature graph. Rather than sidetracking this thread, feel free to PM for advice. I can answer tomorrow when I get off work.
  21. All the mods I won't play without: Editor Extensions Redux RCS Build Aid Correct CoL MechJeb Kerbal Engineer Redux Kerbal Alarm Clock TAC Fuel Balancer KRPC ScanSat Honorable mention: RemoteTech
  22. Jool doesn't hit 1 atm (~10^5 Pa) until about 100km. Even zero altitude is only about 10 atm. I don't think that's past the stock crush pressure for all parts. I've flown spaceplanes down to 85 km.
  23. Reaction wheels are lighter. @sturmhauke is right about the Vernors for large craft. However, I almost don't use RCS to turn at all. Since I use MechJeb, all I have to do is click a button and wait. I use that time to plan my next move, or fine tune a maneuver node. However much you think you're going to offload to other ships. A one-man ship of 2-4 tons shouldn't take more than 1-5 units of mono to dock, if you have practice, and you're patient. When I first started, that might have taken 20-30. If you want to dump some of the mono you have on board already, instead of manually burning it, TAC Fuel Balancer is a really nice and simple fuel management mod. It sounds like you have some really fun adventures ahead.
  24. All the cockpits, including the cupola, have some pretty good reaction wheels included in them. What I would do (and you don't have to do it my way) is get rid of the monoprop tank, and put a few big reaction wheels in its place. You can then attach a couple of the white sausage-shaped tanks to the reaction wheels as a reserve. It's always good to be able to tank up a smaller craft's monoprop from a larger one. How many times are you planning to dock to it before you can refuel? How much mono does it take you per docking?
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