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Everything posted by Jett_Quasar
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New Rocket Jockey SSTO Problems
Jett_Quasar replied to TheDarkMechanic's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the heads-up on struts - I generally try to avoid them anyway because I like to keep part counts low, but when you're trying to get an SSTO to go to Minmus with and on-board ISRU it can be pretty tight. Also the random explosions due to excessive aerodynamic stress makes them a necessity sometimes. So basically what you're saying is that the aerodynamics in V1.0 is not more realistic, it's just more complicated. Makes me wonder why Squad made the change. To me, having strut nubs keep a space plane from getting to orbit is just plain wrong and like many things about the aerodynamic model in V1.0.4 it needs to be fixed. JR -
If you set up a maneuver node from the direct flight control screen, you can see them in the Tracking Station but you can't edit them. JR
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New Rocket Jockey SSTO Problems
Jett_Quasar replied to TheDarkMechanic's topic in KSP1 Gameplay Questions and Tutorials
Well if struts are good enough for Space-X they're good enough for me. "Several hundred struts fly on every Falcon 9 vehicle, with a cumulative flight history of several thousand." JR -
You should try confessing your sins some time... It's liberating! LOL JR
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I think there are some buildings in KerbinSide that you could put this furniture into - that would be great to see pictures of! JR
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Nice Mod... Quick download it before this thread gets moved to where it's supposed to be! JR
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Yeah, I already said I love the design then gave the kid some rep for it so he'll keep up the good work. I remember doing little SSTO's like this back in version .22 - I'm a little beyond that now. Just because I poke fun at peoples irrational hatred part clipping is meaningless - 90% of what I say on this forum is just kidding around. Don't take this personally but you space plane dudes need to lighten up a bit, remember this is a game filled with little green guys (and gals) on a planet 1/10th the size of Earth blowing themselves up on a regular basis trying to get into space... LOL! JR
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I'm halting all new space plane designs until I get my hands on these new parts. JR
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I guess they're not getting them from the side of the road any more... Oh wait; read the descriptions - they might be! JR
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New Rocket Jockey SSTO Problems
Jett_Quasar replied to TheDarkMechanic's topic in KSP1 Gameplay Questions and Tutorials
Well you should they make your craft 20% cooler (and less explody)! JR -
New Rocket Jockey SSTO Problems
Jett_Quasar replied to TheDarkMechanic's topic in KSP1 Gameplay Questions and Tutorials
So let me get this straight... Putting struts on your space plane increased the drag to the point that it couldn't get into space? That's so un-Kerbal! JR -
I think there's room in this game for both types of aesthetics - new and shiny, and old and crappy. After all, aren't most of these parts rejects from a junk heap cobbled together and just waiting to explode into orbit? JR
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This is one of my favorites... JR
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I love the design but apparently clipping fuel tanks is a sin. Fortunately there's a thread where you can go and confess your sins and hopefully be absolved. JR
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Symmetry is borked. In the SPH if you have a plane with wings that have engines and say elevators attached as sub-components and you remove and re-attach the wing using mirror symmetry, all of the symmetry for the sub-parts will be messed up usually defaulting to radial for some reason. Sometimes the settings for elevators will not be mirrored left-to-right causing the craft to go out of control, and if you have hot keys programmed the symmetry for that will be messed up as well - so if you have a hot key to toggle engines only the left (or right) ones will be activated. This has been happening since before 1.0, but has not been addressed. JR
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New Rocket Jockey SSTO Problems
Jett_Quasar replied to TheDarkMechanic's topic in KSP1 Gameplay Questions and Tutorials
Add two more engine pods like the ones you have on the wings but replace the turbojets with Rapiers. Set up a hot hey to toggle each type of engine separately and one to toggle the mode for the Rapiers, then follow the same trajectory. JR -
I think we're just getting bits and pieces of what's being done for V1.1. I'm going to hold my comments until I see the actual update - but I will say this: I would much prefer that Squad would simply add new parts rather than redesign existing ones in order to increase the design options and fill out the tech tree to a greater degree. JR
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How we feel about the new Panther engine.
Jett_Quasar replied to Sharkman Briton's topic in KSP1 Discussion
I think that's a great idea! There needs to be a number of different types of craft with the new version. I'm sure people would be falling all over themselves to get heir designs in the game. We'd need tutorials on how to fly them as well of course, but it would go a long way to bridging the gap between the noobs and the experienced players. JR -
How we feel about the new Panther engine.
Jett_Quasar replied to Sharkman Briton's topic in KSP1 Discussion
I like the design of the engines but I'm sure they won't even come close to the performance of the real shuttle main engines. Also, Squad now has a complete listing of shuttle parts, I think they should include a space shuttle with the stock installation of the game and a tutorial on how to fly it for all the new gamers. JR -
Which one looks nicer; new Mk1 cockpit or old one
Jett_Quasar replied to Falkenherz's topic in KSP1 Discussion
The new style isn't even the same as the old one. The old MK1 was a fighter style cockpit this new one looks more like a Lear jet cabin. So that leaves only one cockpit for every fighter design in the game? That doesn't sit well with me. Also the new cockpit looks like it should hold more than one Kerbal. I think they should keep them both. JR -
My plan was to start a new career save when V1.1 comes out and bump up the difficulty level. JR
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Where can I find good Battleships?
Jett_Quasar replied to TronX33's topic in KSP1 The Spacecraft Exchange
Seems to me the "good" battleships shouldn't be on the sea floor! JR -
The original reason I started this thread wasn't because I thought the science is unbalanced, I think it's actually good the way it is. What I was really looking for were ways that science points could be used to continue to make the game more interesting. For example, I like to use all different kinds of rocket engines in my advanced designs to make then cool and unique, but some engines are just not as good as others so my design choices are limited. If I could use science and money to go back and upgrade some of those engines to reduce the weight or increase the thrust or efficiency then those engines would be useful again - the same could be done for other parts as well. If this could be done as a mod I'd be perfectly happy with that. JR
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Is there a way to get past KSP version on steam.
Jett_Quasar replied to jackboy900's topic in KSP1 Discussion
Version 0.90 is still available on the KSP download web site. Look I'm just trying to provide some constructive feedback on an issue that is obviously still outstanding with version 1.0. Trust me nobody wants this game to succeed more than I do - all I'm trying to say is that it needs a revisit on balance when it comes to aerodynamics, engines and the enjoyment that new players are going to get when flying space planes. UPDATE: it looks like StreetWind has provided an answer to the OP, and I'm confident game balance will be updated by Squad for V1.1 - which I'm really looking forward to by the way, so it's all good. JR