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Warzouz

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Everything posted by Warzouz

  1. I tried to make a (can't be more) simple rover with the "old" fast wheels". I couldn't go faster than 9m/s on the runway, even though, the wheels a rated for 59m/s max speed. I replaced the fast wheels by the new wheels, and manage to get to 39m/s veeeerrrrrrryyyy slowly. Previously, I tried to redo a KSP 1 rover of mine with 2 structural sections, a probe core dans some wheels. It never managed to move an inch, except for gravity moving the rover on it's own. The reaction wheels works well, though. So It think to buid a rover, we should set wheels around a reaction wheel and roll the whole rover
  2. I've noticed you can't create or edit a node while paused, which remove the point of the pause...
  3. Hi, In 2016, i created a personal script for KSP to tweak some parts. As the new release arrives, I can't make that script work. Some parts of the script works (especially part modification), but not the science value changes. // Set all experiments to 100% @EXPERIMENT_DEFINITION[*]:Final { %baseValue = #$scienceCap$ } This section is not working and I don't understand why. PS : KSP 1.12, with MM 4.1.4. Thank for the help.
  4. Hopefully, the revamp of Jool will be part of that 1.10 but in green if we suppose the joke was only about the color, not the revamp itself.
  5. Hey ! Long time since I didn't came here. I built a Exploration space stations long ago. There might be some inspiration for you there I chose to carry the Ore to the orbit ans refine there.
  6. This mod should be named "Tracking station as it should have been". Thx DMagic
  7. Just Jim, please cool down, I totally agree with you. I was just trolling because this debate goes nowhere. YES KSP need tool improvements. The first one is DV, but there are many others. Why do we have a tool for rendezvous and we don't have any tool for transfer window ? Does newbee are suppose to GUESS ? KSP is not an university course, it's a video game. Why the manoeuvre node tool is still so clumsy and not precise. Do devs ever go to Moho ? or does they stick to the Mun ? - I can't imagine getting a Moho encounter on console...
  8. True, next version of KSP will be compatible with cardboard and pen. The PC version will be terminated. I love this topic, I can't imagine a more biased one.
  9. Hey guyz, the game is not even capable of calculating correctly a burn time. Lots of N/A... Hopefully, the community is here to FIX the game. (thanks @Snark). N/A .... It's so ridiculous when you see it. Don't expect too much of a DV display.
  10. Most of us are long time players, the question is totally biased. The more we played, the more biased the answer is. Sure long time players like most of us are able to calculate that for a Jool mission - more probably, they don't calculate, they KNOW DV tables. That's not the point. (I can and I don't want to have an excel sheet to do it - I use an excel sheet when I don't have the game on my computer _i.e. at work..._ and want to do some dirty designs ) The real question is not asking if we want DV reading or not in the game The real question is do we use DV reading mods or not for most of our games. That's not an opinion on what the game should be, but a fact about what the game IS. As for Console, I would really want to know what % of players really go to Jool. I bet not much...
  11. Maybe I'll be somewhat iconoclast but that's not really relevant. Devs don't play their game, they create it. I would very much like to know how many devs really played without mods a Jool mission with some landing and how long was it ? How many planets did they visit outside Kerbin SOI and When was it ? How many time did they go through then Career game ? I bet the answer is none to very few I was close to the lead designer of Trackmania. He was amazed of what te community would do. As I wrote a 40 pages documentation about game resources locations for moders, he said to me, few years later that my personal documentation was still used internally... Notch also said something like that for Minecraft : he haven't understood why people would spend so much time to build stuff in a survival game. And more recently, the lead designer of Factorio which, after playing trough the whole game, which he haven't done for years discovered his game was too complex and he should stop adding to it. Developers are not players of their own game. Never forget that. They don't really know (or understand) what causes irritation to players.
  12. I used KJR a lot back, in 1.0, 1.1. But since 1.2, I removed it. I use specific autostrut, and very few struts. I didnt't see any problem linked to autostruts + struts. My biggest rocket is a SSTO Rocket, capable of orbiting 600T to 80km. The payload is linked to the rocket by only a 2.5m decoupler... Why are you sure that your problems are linked to autostruting and no other bug ?
  13. The store was also released in a hurry. So hurry that I bought the wrong version of the expansion (the DL version was hidden below, and I didn't saw it). Now the store is fixed, but the store support don't want to switch the product.
  14. Well, my hope on aerobrakes has passed. It's a bug. Ingame temp display shows 2400/2400, but part file says 2400/1200 and the Heat menu from KER too. Strangely, I don't had any problem with Airbrakes except on the 200T rocket. I'll need more tweaking. Other slight problem : I can't reliably land as near of KSC as I used to do. Maybe, I'm rusty... Tweaking, more tweaking...
  15. Hey, As the 1.4 airbrakes can bear much more heat than in 1.2 and 1.3, this launchers are easy to use again. I'm refitting them all with new parts. I'll repack them soon for 1.4.1. EDIT : after some tests Seems good after 2 tests. Fuel requirement is up. The margin of error is very narrow now. The good news is that Airbrakes and chutes works perfectly. The very good news is that powered landing is not needed anymore. I landed the 150T on land without engines and the 75T in water. That a good surprise.
  16. OK, Can I bought it but can I download for the regular install ? I only get a steam key... Where is the DL for the DLC ?
  17. Available on Steam, OK. But when it's available on the Store ? I don't have the Steam version, but the Squad one.
  18. For KAC, I remember playing and 12 rockets space station building around Laythe, back in 0.9. At this time we could aero-capture at Jool, so it was quite easy. Even though all 12 rockets had between 12 and 14 manoeuvres to perform. That would have been a nightmare. The current feature for next Node is very pitiful, especially if you have dozens of ships in a career. They aren't even sorted by time... And i you filter the ship list by ship type, you don't see the next nodes any more (you can't filter by ships that have next nodes)... For DeltaV display, sure you learn the math. But that's a ludicrous argument... Why not playing without keyboard for us to learn about USB protocol using needles on the USB port... 99% of us are experienced players many of us could be qualified as experts, we don't think as new players any more. I remember orbiting around Mun after watching a tutorial, and having no clue how to get back to Kerbin. I'm would very much like to know the average time KSP is played on console. The few players I know dumped the game quite quickly (their loss, but Squad loss too : they won't buy any expansion). I remember that Squad said that most player never go beyond Kerbin SOI : is it a real surprise ? That was their main argument for not having more planets in Stock KSP, iirc.
  19. I know that. But really ? Landing in IVA as a beginner ?
  20. Agreed. I can' fathom that... Without dV reading, you can use a prebuilt rocket and go to the Mun. But without it, you can't really build a mission outside of Kerbin SOI. You don't even have phase angles, delta-V maps. "Trial and error" : when you build a ship for Jool, you take a long time to fly it there. Figuring after hours of game that your design is not good because you hadn't display of any kind, turn into rage quit. Without mods, I sure that I would have dumped KSP for a long long time... - Try to play a multi mission career without KAC... - Try to build a mission to Jool without KER - Try to go to any other planet without some kind of transfer window tool (external or mod) - Try to play a long time career without some search/hide ship feature mod (like haystack) - Try to land (as a beginner) without altitude display or time to impact. It's like driving a car without tires or with an opaque wind shield...
  21. Agreed. I tried the Pather yesterday. It's terrible.... There is a down spooling sound when you switch mode, as you go faster. It feels totally unrealistic and cheap toy-like. Rocket engines a a slightly better though, but I'd hoped for more impressive sounds... Squad should hire a good sound designer. Check Subnautica for a fantastic sound design.
  22. Never mind, @HebaruSan, thank you and the whole CKAN team for you hard work on CKAN. As I created such a community tool for a now dead game ( https://sourceforge.net/projects/openrcomtools/ ) I know how time consuming it can be. Without CKAN, mods wouldn't be as used as they are now. CKAN is not perfect (which is pointless because it's subjective), but it does what it's designed for.
  23. Hmm, that's very sad. Playing a persistent career with multiple mission at the same time si quite nice. The mission builder is a way to create our own set of missions to play even at the same time. I hop @Squad will allow that in a future patch.
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