Violent Jeb
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Everything posted by Violent Jeb
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Kerbal Space Program patch 1.1.2 is now live!
Violent Jeb commented on KasperVld's article in Developer Articles
Patching seems to be not the best idea. I was fortunate that my save was able to be moved over (with only informational / ui mods). I just re-download the newest version off the store. Sure, its tedious to download it 3 times in one month, but at least i'm fairly certain its nothing on my end when i see problems. ofc, bandwidth is not an issue of mine. -
So just like i said, it works but there are a bunch of caveats and it's a pain in general. What do you beg to differ about exactly..? Sure, you can make it work, you need to plan for every different thing, etc etc.
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KAS is the most "realistic" way to make this happen. I can't imagine trying to dock two massive objects on a non-breathable body IRL, without anything more than decouplers. At the very least, there should be connectable tubes or some other structure for kerbals to move from one module to the next, which would be attached via EVA. Because of the way that stock treats modular basebuilding (as a nigh impossible, fruitless task), I usually don't bother. I send down single all-in-one units, which may or may not return afterwards. I am also perpetually sad.
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In principal it works but in practice the suspension changes dramatically in different gravity. Something that lines up perfectly on kerbin won't line up the same on the mun unless the two masses are equal. Having boosters or extra legs on your "transport rover" helps so that you can get aligned, but it's not fool proof. I've been out by half a decoupler more than once, so ymmv. Ultimately, i imagine using hyperedit to "test" the base before launching is the safest bet, but there is no universal solution.
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Many the MK1 parts had drag reduced. They move faster through the atmosphere. I also found the sub-orbital mission difficult, mainly for not taking these things into account. In order to pass the mission you need to reach 70km up. even if you just scrape that point you need a serious amount of horizontal thrust to make up for it. If you can get to orbit with ~3600 dv, then a ship will need ~3300 to reach 70km and return safetly. Ofc, there's always the possibility of launching [almost] straight up, touching 70, and burning retrograde to survive the return trip. No idea how much more or less dv that would require, but you might be able to do away with drogues if that's your thing. It's more complicated than before, but I suppose it's good because it gives you an opportunity to play with flight patterns and get a hands on feel for the atmosphere and how it reacts. I also particularly like that re-entry is not easy and keeps you on your toes now. As i mentioned elsewhere, drogue chutes and a heatshield should be mandatory for re-entry as is.
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Violent Jeb replied to Syntax's topic in KSP1 Mod Releases
Wow this is cool. Just saw it on CKAN. Great Idea- 48 replies
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- interplanetary
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Kerbal Space Program patch 1.1.2 is now live!
Violent Jeb commented on KasperVld's article in Developer Articles
i'm happy with unity. What isn't clear to me is how "unity wheels" worked alright in 1.0.x (unity 4), but not 1.1.x (unity 5). If it is indeed a matter of unity needing to fix their wheels, then i'm sure it'll get fixed in time. From my few hours on 1.1.2 i can confirm that wheels are still borked, haven't had a chance to check landing gear in the field. Its unfortunate because landing on the other bodies is what it's all about for me, i'm hesitant to launch a mission just to see it fail at the end. It's also interesting how varied the issues are. -
Kerbal Space Program patch 1.1.2 is now live!
Violent Jeb commented on KasperVld's article in Developer Articles
just put mods into my 1.1.1 time to update to 1.1.2.. this time i think i'll try to move my save file over. i suppose i'm happy as long as they're doing updates. ofc i'm running windows but my foray into 1.1.x has been okay minus wheels and landing gear. I think that the things introduced in 1.1.x (that move-able navball <3) outweigh the overall friction stability of 1.0 , as that's the only glaring issue for gameplay atm. -
I set the front wheel friction to 0 to avoid phantom forces.. In testing, the craft begins to drift around 1 (default) and above. When cruising at the threshold of spinning out, the instant the front wheel is set to 0 the control went back a la 1.0.5, just straight. That was the single biggest factor on my configuration above. I'm going to do some more testing over the weekend using the starting runway, and some new wheel configurations. It almost seems like these wheels are just massively customizable for different bodies/circumstances. I'm willing to bet when i get wheels on the mun i'll be using different settings, which is probably the logic behind it. Though i don't think that's necessarily a good thing for the average player who just wants to throw on a set of wheels and go. Yousa Gonnaneed to make a few new pages on the KSPedia!
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[redacted, done contributing]
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Kerbal Space Program patch 1.1.1 is now live!
Violent Jeb commented on KasperVld's article in Developer Articles
Wow that navball relocation is both beautiful and game changing! I can see the bottom of my ship now! <3 -
Violent SRB shaking in 1.1.1
Violent Jeb replied to Bloody_looser's topic in KSP1 Technical Support (PC, unmodded installs)
Yes i know they're substantially cheaper. I'm just saying that USUALLY, trying to accomplish orbit, with mass and part counts as the limiting factor (tier 1 facilities), SRBs pale in comparison to LFO, esp for dv vs. mass. They're great for keeping the initial stage with a decent TWR. but i'd never put a radial set of 6 on anything. If I need 6+ SRBs i'm just making things too complicated. No more jokes for me! -
Violent SRB shaking in 1.1.1
Violent Jeb replied to Bloody_looser's topic in KSP1 Technical Support (PC, unmodded installs)
SRBs are criminally low power. pretty sure you could lift that entire thing with 4 lvt-30s or a mainsail. and then you could add 2 SRBs for show. Rockomax needs a class action kerbal lawsuit for failing to deliver things to space with SRBs is what I think. Game was "kinda" released when it was in early access. I think its going to be "kinda" released for some time. that is generally well known information at this point. -
Take your time guys, its a marathon not a sprint.I am sure you will get it sooner or later. :] Anyway, here are my general observations from wheels in 1.1.1 •Wheels seem relatively stable under ~35 m/s (126 km/h). •Above ~35 m/s threshold the LY05 is very prone to destruction from "overstress", even with minimal planes. •Distributing weight is key for stability and wheel survival. I managed to get airborne last night on the lvl 1 runway after roughly an hour and I settled upon a 7-wheeled plane I would almost venture to say that the wheel tolerance for weight should be increased a tad. I will put up pics when i'm at my gaming pc but I left the runway on wheels moving 80 m/s. •Suspension seems to help steering wheels "adjust" to ground imperfections while remaining straight above 35 m/s •Even with proper weight distribution, crafts are extremely prone to drift and spinning at high speeds. •At speeds above 25 m/s (90 km/h), the steering is far too touchy. People have mentioned a damping mechanism to solve this. It is worth mentioning that the behavior almost feels like you are driving a car with extremely narrow tires. In the meantime, I was able to maintain control by disabling steering and then turning only with control surfaces/sas while in "fine tune mode". I feel like with a big wide front tire and more weight tolerance I could get into the air on 3 wheels, so, it's getting there. I suppose it is also worth mentioning that travelling at 126 km/h on grass with an open wheeled concept vehicle IRL is very likely to make you spin out and crash. so, if anything we are looking for "less realism" to make wheels fun at reckless, breakneck speeds.
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Kerbal Space Program patch 1.1.1 is now live!
Violent Jeb commented on KasperVld's article in Developer Articles
Thanks for your hard work. -
Craft name randomizer button
Violent Jeb replied to HebaruSan's topic in KSP1 Suggestions & Development Discussion
Ugg this idea is awesome, would be a must-have mod. -
blah blah, "from what i read".. How about you play the game? The people complaining in many cases understand subtle nuances that affect their ability to play. It doesn't mean it's game breaking. I've put at least 20 hours into 1.1 now, experienced virtually no issues. With each new version mods need to be updated, so that's not even an argument. FWIW, a Full price for a video game is at least 59.99, so i don't think this game is "full priced." Not only that but people around here are regularly getting 100+ hours into this game, so with that in mind i fail to see many other forms of entertainment with that kind of value. Not only that but it's basically like a hey i'd rather nickle and dime the dev 17$ because its not even about the money. Personally i don't want to hear your opinions. If you think the game isn't good value but have never played it your "opinions" are basically just re-worded versions of other peoples opinions, and are meaningless in any context. AFAIK, this business of releasing unfinished products and selling them legitimately is largely a video game phenomenon. Certainly not exclusive to this one. Choose a different hobby maybe? No, you couldn't sell cars that way, you couldn't repair computers that way. You couldn't serve food that way. You couldn't sell music that way. Hey check my early access music album, it's just the drum samples now but hey it'll improve over a few years. I personally find it abhorrent and distasteful, but it is a sign of the times, and the nature of technology where we can update things post release. Some people see it is "carrying on after completion", but it is absolutely an excuse to sell an unfinished product. In the case of KSP, it may never be finished to the extent many of us would like it, but IMO SQUAD is head and shoulders above most other developers riding the "selling unfinished product" game. Finally, since you know the game is incomplete, and will likely remain incomplete, it is in your best interest (and the best interest of others on the fence) to buy it before the unfinished product takes another price hike (which i imagine it just might after console release).
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klaw is actually a tad worse at the moment. Hopefully 1.1.1 tomorrow *crosses fingers* overall though, I have been quite happy with 1.1 also and can't keep from playing.
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Yes, the MK1 parts in particular had tweaks, primarily drag / aero and now you'll plummet through the atmosphere with even a few extra empty tanks. You'll want to leave everything behind that you don't need before you attempt re-entry. Either remove experiments from modules (putting data/science in the pod) or transmit them. Note the MK1 Pod with nothing but a heat shield is quite aerodynamically stable and should have no problem slowing down on its own, at least reasonably within kerbin's sphere of influence. Here's some other suggestions; Drogue chutes are able to deploy quite a bit higher up and with higher speed, they will slow you down enough for your main chutes (provided you can slow down enough to get them open). Heat shields should be necessary with 100% re-entry heat. It's re-entry. It's definitely possible to bring an MK1, 2 goo cans, a set of drogues and a small chute in without a heat shield from LKO, FWIW, but you should get in the habit of packing one anyway. Retro-burners or saving a bit of fuel in the last stage can slow you down dramatically. Even 300 dV is going to make most life-threatening entry a painless one. for that matter, gimballing engines can help you keep control when you're coming back in, even w 5-10% retro-thrust. Finally, if you're bringing in top-heavy payloads without service bays, you may want to consider RCS to "strong-arm" yourself retrograde, to keep your instruments in a non-obliterated state. Stock aero makes re-entry somewhat nerve-wracking again in 1.1 (so that's good), they may only need to tweak those settings to ease up slightly, but otherwise it's a nice challenge. I suppose its also worth mentioning that the expanding heat shield is allegedly OP and should keep most anything safe from burning up (haven't unlocked it yet to try)
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This is completely off base. For starters, i've been playing since like .19 and never knew how to "solve problems independently". I have relied, and always relied on a game developer keeping their game at least stable enough to play, if it were presented to people. If you want to take pot shots at people who bought a game post 1.0, and are upset at save-breaking wheels, unhelpful "senior" forum members, and a general drop in reliability, go ahead, but its not just new people who have problems with this. For that matter, i've not seen too much "complaining" in general about the release, i've seen lots of posts by frustrated people who want to play a game and have nowhere else to turn. Where are the loads of people "fussing"? They're just trying to figure out why none of it works, and you blame them?? FWIW, i tried to make an account for the bug tracker - didn't work. I did pay for this. I agree with the people who say that we have been here since .90, which was one version after .25, saying that it was not time to go to 1.0. Ironically, many of those people left after being completely ignored, but its not because they're "drowned out" by new players; they just moved on. Like, It's honorable to try and shush people who are complaining but with all do respect this areas of the forum are about discussing development and this is literally what we have to discuss, the state of this game. It is the bugs, that result in the discussion (fussing), about this game. Let me close this by saying squad have made an exceptional piece of software when taken as a whole, and I try and acknowledge the things that squad have well (of which there are many). Eventually I have faith that this game will be ironed out and 100% pure awesome.
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Hey you're the second person to say this. I am the biggest proponent of a dV & TWR readout. In fact, I also like to know my RCS dV, my drag at any given time, time to apo, steering and drag losses, the weight of my craft, thrust in kN, the time left on my stages, and my orbital shape with inclination. Its the type of thing you wouldn't head into space without. I'm just saying, for the week or two that any given mod is not out, you can still play the game. That's all.
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First ascent to orbit question
Violent Jeb replied to Vikins's topic in KSP1 Gameplay Questions and Tutorials
To answer your question; The easiest way for you to get that upgrade is to adjust your funds. I believe you'll need 200,000 in order to get the second upgrade. Though, if you find you'd like to buy that building without doing missions, you'll probably want to buy the next tier launch pad & VAB also, so i'd just adjust funds to 500k. And as mentioned above, you can get into orbit "manually", if you hit M you can see where your orbit/trajectory is taking you. Continue to fly prograde (yellow circle on the navball) while in space, and you'll reach orbit eventually (given enough speed and fuel).- 4 replies
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- career mode
- orbit
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Yeah this thing looks awesome, might need to park one out front of my ksc