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Wiseman

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Everything posted by Wiseman

  1. I'd definitely be interested in seeing a documentary on the subject. Like regex said, though, it would need to be an impartial look at the game and its development for it to be interesting - fanservice is great and all, but not what I would pay money to see. What I'm very interested in is the way that the game has influenced learning about physics and orbital mechanics (with some focus on KerbalEdu). I would also be interested in hearing about the interactions with NASA, and what influence on general space awareness that game may have.
  2. This thread is great, since it made me review my entire network, which had all sorts of weird and broken connections Anyways, here's what I'm running for my heavily modded save, including stuff from KSPI-Lite and KW Rocketry. This network (especially the KGN, MOS, and MiOS satellites) was inspired/stolen from this guide. I'm aiming for satellites around at least Duna and Eve as well, but we'll see how long I'm motivated to keep launching dozens of commsats.
  3. That moment when you realize inflatable heat-shields aren't terribly heavy, and your Eve lander probe flips science package-first into a 6000 m/s aerobrake.
  4. On the sun, you say?! Not sure if that's an intended destination for landing or not.
  5. I had a similar idea, and I'm actively working on learning C# (from a distant Java background) to try to implement it. I wanted to add in a few other things, though: Rare resources from other planets/moons, trading depot parts for stations/planetary bases that would then demand those resources (facilitating trade), and the ability to bring raw or machined rare resources back to the KSC for fabulous rewards. I'd love to hook that whole system into a base-building component for the KSC which could really give funds a use in exchange for improved facilities, access to upgraded parts, better antennas, that sort of thing.
  6. FAR drives me nuts. I get impatient on my launches, push too far, cartwheel my rocket and it flies apart. Even my best-designed lifters occasionally cartwheel at 30km two or three times if I'm not paying attention (and those are my SUCCESSFUL launches). NEAR is slightly less frustrating, but just slightly. That said, I like flying in soup even less. I played a bit of stock when .24 came out, and I switched back almost immediately when FAR updated. I love engineering my rockets to need to deal with fairings and interstages, since it feels less goofy, even when launching space station bits and in-situ-assembled interplanetary vessels. Asparagus pancakes aren't for me. I feel a bit like I'm cheating since I don't use KIDS, but to be honest I like the lower dV to orbit requirements, since it keeps the part count down on my lifters.
  7. I thought you were saying there was a collaboration happening between the two modders to combine the mods and my heart skipped a beat. I love using this mod to plan my scientific ventures, but gosh do I wish it had the UI and interactivity that Science Alert has.
  8. Had something strange happen as I tested out the regular Tarsier Space Telescope. I was taking a bunch of pictures of various planets and then transmitting the science data, and each time I would click transmit it would attempt to transmit every picture I had collected so far. So, when I clicked transmit for Kerbin, it sent that; when I clicked send for the Eve picture I took next, it re-sent the original Kerbin picture (for the remaining 2 or 8 or however little science before the transmit cap), then the Eve, etc. This seemed to go on indefinitely - I wound up killing my batteries as I tried to send 6 pictures in a row. I didn't notice anything strange in my logs other than a ton of "Parsing string" "Parsing bool" "Parsing rect", but let me know if that would be helpful for you. I'm running 32bit KSP with a pile of other mods.
  9. I'd also like to see more polish on the existing planets before seeing additional ones. In terms of gameplay, I think the variety of planets offered is plenty as a first pass; there's not much that really jumps out at me as something I sorely miss and would want to be in right away. As a bit of a novice player with only ("only" ) 150-200 hours logged, I still find it pretty challenging to get to other planetary bodies, and that's with a pile of informational mods installed and my second monitor displaying a transfer calculator. This morning I launched a probe into LKO with nearly 12 km/s of delta-v remaining on a mission to fly by Moho and return. Using all the calculators, I was able to get a good trajectory and encounter, hooray. Then, just to see what I could do, I launched another probe with the same configuration to play with maneuver nodes and see where else I could reach - without using the exact angles and timeframes, I couldn't even get close to an encounter. The problem there isn't so much that I couldn't reach it with what I had, which is totally reasonable, it's that there's not really any information on what I needed to do that I could glean from the game itself. tl;dr: If I didn't know anything about phase angles, I'd never reach another planet. I think that needs to be addressed in the stock game before consideration is given to expanding the solar system or galaxy.
  10. I had this same problem. Oddly enough, RealChutes was the culprit. I believe it's been updated to fix this, so you might want to check that out if you have it installed.
  11. Helllo all! I've been playing an unhealthy amount of KSP for the last month or so, and figured it was time to sign up on the forums. When I started playing, I burned through the stock career in a few weeks, and then loaded up on mods for a meatier career mode. I have since been incredibly impressed by the modding community for this game, and that's a big part of why I'm still as hooked now as I was when I first started. That said, I've got a (distant) background in computer science and Java programming, and have recently been taking classes on both Java and C#. I'm not a skilled programmer by any means, but I learn best by having a project that I can work through and teach myself by doing. I'd love to start working on developing mods for KSP (plugin-type stuff, not so much with textures/graphics), so I was hoping some kind kerbalnaut could point me in the right direction to resources for getting started on Unity and KSP plugin development. Thanks
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