SorryDave
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Everything posted by SorryDave
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I use side-by-side stacked jet engines above and below the wing. The parts are heavy because they hold a lot of fuel - I empty what I do not need. The parts hold enough fuel that air-breathing engines are not necessary to build a SSTO craft. Air breathers help better with landing as gliding onto the runway is tougher. But if used for this, you only need a couple because the craft is much lighter empty. After a couple frustrating attempts, I save my craft under a different name before I add the struts that keep my huge wings from sagging on the runway. Then I revert to the original save to move things around or add more lift. A lot of my craft have had to have pretty crazy angles of attack to fly from the runway (otherwise I fly right off the runway). These parts make exceptional rockets.
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1-Send kerbals in rockets to measure delta-V, before risking expensive probe cores. 2-Build and launch incredible large cool unrealistic rockets for fun-before it is too late 3-Do what you want, but don't impose on others
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I'd like better rover physics, balanced engines, limited Eva refueling, more planets and Kerbal training in science mode. As there are good MODs and strong support for them, SQUAD should include a way to install/uninstall mods from the main menu (CIV4 style). My biggest criticism is that career mode does not have a way to "win" and "lose". If it is meant to end as a sandbox, which I would like, it should have a way for a player to generate funds from resources collected in space, late game. I execute elaborate missions in sandbox/science mode that would burn through 20 million funds quickly if I had to pay for them.
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I have made two MK3 spaceplanes capable of runway-orbit-runway. One just carries a crew of three the second adds 16 passengers. With the efficient inline fuel tanks, both were made without air-breathing engines. I think larger landing gear would be nice, but the new MK3 parts are great for wingless rockets as well.
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Community interest in Gas planet 2
SorryDave replied to LethalDose's topic in KSP1 Suggestions & Development Discussion
I think new planets would be perfect to add at the release of the game after Beta is completed. It would be a good time for the ultimate content add, and would really separate the release from pre-release -
I found that the new SAS really helps with landing when set to retrograde, my horizontal speed comes perfectly to zero every time. I just have to remember to switch from retrograde to stabilize before I land ( and don't go up ). It also helps a lot when changing inclination without adding velocity prograde. For docking, I found being able to accurately track retrograde helps bring my relative speed to zero without adding "slip". I found that the best approach to formation flying is to match orbital velocity at the same height. For me, matching relative velocity alone causes slippage if the orbits are not perfectly circular.
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POLL: What would you like Added/improved?
SorryDave replied to Talavar's topic in KSP1 Suggestions & Development Discussion
Delta V and TWR calculators. The farm. Training kerbals in science mode. A ringed gas giant with moons. Comets. -
4 Except: Only use KA Clock and Engineer, never seen a Scott M video. I am very comfortable with interplanetary travel, but haven't taken off from Eve or landed on Tylo. I am still amazed at some of the cool designs on the exchange, some of those designers must be level 8.
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I think the balance between challenging and grinding are much better in 0.90 than 0.25. I'll need much more play time to be sure, but all the pieces seem to have come together well. I now believe that balancing this game just requires tweaking and not a major overhaul.
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I did suffer a little sticker price shock at the upgrade costs initially. As I play the game more, I find that the overall balance of career is better than in alpha. I usually try and unlock the tech tree as quickly as possible and I thought the upgrades for EVA would irritate me. Turns out I was wrong. Maybe it is time to start a new thread: "Is anyone else trying to dislike career mode, but now enjoys it?" It is my hope that career mode takes a decent amount of hours to play and is challenging by the time they release this game.
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For a long time I have been minimizing debris, but I thought it was because of one of my mental disorders. Good to see I am not alone.
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Bring Back the Barn!
SorryDave replied to pallyme's topic in KSP1 Suggestions & Development Discussion
I loved the abandoned Barn/junkyard. It reminds me of the pioneering days of rocketry. I do not agree that the artwork was dreadful, but I am not an expert in graphic criticism. I may have overlooked the texture issues because I thought the whole idea of starting a grass roots space program was fun. I'd hate to think that they may not incorporate it. #BringBackTheBarn -
This may have been mentioned, but you can change the type of vessel from debris to space station at the observatory if you don't want to use a probe core.
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I like to unlock the tech tree before going into orbit using just contracts and admin strategy. The turning point is usually about the time I unlock all the 90 point techs. Usually higher science and dollar contracts start rolling in, but this may be more from the reputation.
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Over 300 hours of my life estimated since Aug. I'll be playing this game for years, so please ask again in 2020.
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I like maxing out the tech tree before going into orbit, and then collecting science for funds using re-usable rockets. I am currently making a fleet of re-usable rockets for missions that never return to Kerbin and some that do. I play as if on hard, but with quick load on and initial funds set to zero. The only mods I use are Engineer and alarm clock.
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What is the point in kerbals having stats?
SorryDave replied to John FX's topic in KSP1 Suggestions & Development Discussion
In my opinion it would be just fine if experienced kerbals received elements that were not gameplay buffs such as titles, medals, and maybe outfits. However, I do not believe that the tech tree should require a lot of exploring to completely unlock and experience science buffs + more biomes provides money exploring other locations on planets. It would be nice to use the higher tech parts before the end-game. -
I was uninterested in 0.25 before it was released. Seems like there was a lot of hype around it. Now that I have been playing it, I find that I really like the new features. The admin. strategies is a nice change. I like the new spaceplane parts. I also like the re-sized SAS and modified cupola.
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Would a 20 minute burn being executed by autopilots go faster? I think that I f an experienced Kerbal could burn under warp, this would be a nice addition. I never really maneuver at all when I burn through a node after I first point the nose on the blue marker. I just hold shift until the bar goes down. Mostly my destination is different because I required a longer burn than expected and the maneuver node is for a hypothetical impulse burn.
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I do not know how long it takes Eeloo to circle the sun, but a position difference of 4.25 minutes in the orbit would not be noticeable. As a rough guess, much less than 0.01 degrees.
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I recommend Duna, aerobraking into orbit can be a little intimidating as I usually have to get as low as 10-12km. After you have an intercept and have traveled half way to the planet, "focus view" on Duna to fine tune your approach.
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Having various strategies to progress and making up your own goals or story is what makes this and all open world games fun. Personal role playing is superior game play compared to "completing the main quest" games. To answer your question: another way to play would be to explore as much as you could with as little technology as possible. Or maximizing re-usable vehicles.