-
Posts
1,139 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by mattinoz
-
Scratch style Action groups
mattinoz replied to ZodiaK's topic in KSP1 Suggestions & Development Discussion
No way will that fit in the 4kB memory of an Apollo ear space hardened guidance Computer. Then again it would be easy for the dev's to tier how capable the system is by having a max word count/ memory and speed at different levels -
Editor Part Attachment Needs to be Fixed
mattinoz replied to tuckjohn's topic in KSP1 Suggestions & Development Discussion
Fully overhauled editor is coming with the next update by all accounts. -
3.75 meter upper stage engine.
mattinoz replied to SubzeroSpartan7's topic in KSP1 Suggestions & Development Discussion
Instead of an additional engine. What if the automatic engine farings sized themselves to match the part above and below them? Then you could use one of the 2.5m engines in the upper part of the stack. -
Kerbodyne SSTO Division: Omnibus Thread
mattinoz replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Curious with the "Impatienze" is there any reason why you wouldn't put the cargo bay to open down? Was thinking when the secret engine could slide in place without working around the tail. -
I hope so wouldn't want to trust my life to the guy next to me poking around with a stick during high-G.
-
Axial tilt for planets
mattinoz replied to Kasuha's topic in KSP1 Suggestions & Development Discussion
plus the contracts pay you to go there first. -
Wait they push the go button with a stick? How very kerbal of them.
-
Isn't dB a logarithmic scale because the increase in energy doesn't match the increase in perception of loudness? So 100dB up to 130db will only seem 30% louder by perception but is 1000times more energy. If 3dB is a doubling of sound energy. So shouldn't two engines firing be only 3dB higher than just one and only marginally louder in game?
-
LOL If a cat eats a Kerbal does it turn into a Gremlin.
-
Axial tilt for planets
mattinoz replied to Kasuha's topic in KSP1 Suggestions & Development Discussion
I think guigui30000 plan if pretty solid as well. This means you'd have to think about timing right? For Mun you could launch any time of day but for Minmus you only get two launch windows a day. If Kerbin did have a tilt it could inform the design of the space centre(s) like having a second runway matched to this orbit or one of the secondaries space centres and runways with Minmus, giving you more options for landing on return. -
G'day. The more Aussies the better I say.
-
Before you go anywhere near mods. Backup and keep a game that is stock only. You know the standard advice that goes with any mod system.
-
IVA editor
mattinoz replied to MedwedianPresident's topic in KSP1 Suggestions & Development Discussion
Would be good for a Science Module as well. Insert experiments in to rack space on the inside of the module and have them lock on to outside exposure ports. Instead of have all sorts pods attached to the outside the craft and often have trouble finding them. -
A more intuitive tech tree
mattinoz replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
Well if the first VAB is an old barn then surely the first crane you have to assemble and launch your first rockets is going to be a tractor. Which is not going to be capable of anywhere near moving 5-10tonne of Kerbaled rocket. I would think the weight limit of the "Old Barn" tech level would be in the order of 1 tonne max. In that case would agree some early probe cores are needed maybe even a whole new range of parts smaller than tiny like 0.2m parts. Still could be a lot of fun to had with those even later in the game use for gyro guided atmosphere probes from and orbital probe. Maybe there should be some inline weather/pressure sensor in this range. -
Curious as to what time scale of discovery you would see set in the the random Multi-player system. I mean the main game is set roughly 1960's all the planets were known and sighted by telescope by then but maybe not in high detail. So we start the game now with a fair idea of what is out there at least for our solar system. Would you see a multi-player game in a new system starting much much earlier? So you need to map the visible planets and use that information to predict the orbits of further out planets.
-
BeachBall of Death
mattinoz replied to LtHaus's topic in KSP1 Technical Support (PC, unmodded installs)
Make sure you hit the send report button on the crash report. Other software developers have made a point of how useful this information is for them so I assume there is no reason Squad wouldn't get the reports. -
Tethered Kerbals. Also not sure how viewing a planet outside the craft gives more "Knowledge" than viewing inside the craft by that is the Kerbal way. So tethering to the craft would really be useful to help avoid unkerbaled craft floating around in space. Although with upgrades to struts and fuel lines discussed in the latest dev note maybe this and ladders have been made a lot easier.
-
How about a folding rover base so a 2m long base with 4 wheels can fit folded up inside a 1.25m cargo bay part. Oh and 1.25m cargo bay part to carry the folded up rover.
-
Would you even need to Randomize the whole system? The basic system could be as it is and even a basic major feature map for each of the planets be set in stone. Then as you employ equipment or spec land kerbals to explore the game would generate finer levels of details and store them for your game. Players could still share information on getting around the game to explore but each player could have a different experience once they get there. Could allow the whole system to be scaled to different sizes for different game difficulties as common assets would apply to all scales and the computer would generate the full asset set for the system over time. Oh yes do really like the idea of having more ways to discover and explore the system, and to me nothing in this would stop the just go and see Kerbal sprite of adventure.
-
BeachBall of Death
mattinoz replied to LtHaus's topic in KSP1 Technical Support (PC, unmodded installs)
I've had this a lot as well and have found it worst when:- - in atmosphere - when ground is in shot If I keep the view below the craft looking up in to space I can generally avoid the beach ball. -
Scratch style Action groups
mattinoz replied to ZodiaK's topic in KSP1 Suggestions & Development Discussion
Would there be any reason we could write code by flying? Thinking the craft file would have mission logs translated in to scratch records then those could be divided and tweaked to develop action groups for future flights. -
Rocket & Spaceflight simulator
mattinoz replied to Tortoise's topic in KSP1 Suggestions & Development Discussion
Isn't it a space program simulator? what space program doesn't have a bunch of different simulators, training Centres and test beds. -
Kerbal Experience and Roles
mattinoz replied to KSK's topic in KSP1 Suggestions & Development Discussion
There are book smarts and there are street smarts and I think your right most Rookies would have lots of those. Then there are strapped to rocket next stop the cold inky blackness of zero g smarts. I would have thought the a rookie would be promoted if they return from over 60km with positive experience but the grades after that would get a lot harder.