

Octa
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Everything posted by Octa
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Well, that's better than using ALT+F-Keys for multiple terminals I work with linux all day and i easily manage to work with 5 or more putty sessions at once. I do see a linux desktop two times a year if i'm lucky.
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One Kerbal even takes off his helmet on the mun in the recovered mun footage video. We never see what happens after Wiki says Laythes atmosphere is 20% thinner and that "the air-intake efficiency is lower there". Wikipedia Research: Climbers usually use oxygen at about 7500m height, air pressure there is somewhere between 35% and 40% of sea level pressure. 20% pressure is reached between 10km (27%) and 17,9km (10%). Maybe a much lighter suit could handle that? Assuming Kerbals behave similar to humans.
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Nothing special: - Orbital Roundevouz - Docking - Landing w/o atmosphere - SSTO
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I don't think that it'll be that much. Most interested player already bought KSP and/or played the demo, so the amount of really new player wont peak after 1.0 At least i hope so.
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Why is it do hard to place elevons
Octa replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
If "pressing the wrong rotate buttons when placing control surfaces" would be part of a drinking game, i wouldn't be ably to fly the plane after i finish building it... -
I keep quitting because of this one single reason.
Octa replied to Dragonchampion's topic in KSP1 Discussion
I can fully understand the. I had my first design with about 30 more or less small changes until i got this damn thing in an orbit. I got into orbit before, but with almost no fuel left, so not very useful. The last design can do some usefull stuff in LKO and has enought liquid fuel left to avoid a pin point gliding to KSC. Seriously, it was a pain in the arse, but i thought "C'mon, there's so much crazy stuff in the forums that can fly into orbit, there's not much left that mine will too". That's why i registered here. And i found that flying a ssto right is way harder that building it. You guys gave me one small tip that made the difference: Throttling down. o.O I found that the actual challenge is to keep the flight parameters in balance. The throttle is way better to fine control the vertical speed of the craft than changing the pitch angle. With this i was able to build up way more speed, because i kept the vertical speed low enough to still have intake air. The increasing horizontal speed at same height compensates the lack of air. After a while, the lift of the wings increased because the speed increased. Therefore, i throttled down further to avoid ascending too fast. At some point, the craft starts to lose horizontal speed because of the low throttle. I lowered the pitch to reduce the lift and throttled up again. Then i repeat controlling the vertical speed with the throttle until the next pitch change is necessary. It just how an autopilot works IRL, all parameters influence each other. Fixed thrust at fixed height -> fixed speed. Plane gets lighter because of fuel consumption -> more speed -> lift increases -> height increases. So the autopilot needs to pitch down and/or reduce the thrust. In KSP, the player needs to do that manually. Personnally, i recommend 2 mods for SSTOs: - AirIntake Building Aid: My design has 2 Jets, this mod makes it much easier to assign the intakes to the engines evenly to prevent assymetric flame-outs - Mechjeb: 1: Info-Window for horizontal and vertical speed, 2: i use smartASS to fix heading and pitch angle, so i can focus on other things. If i need to adjust the pitch, i can change the angle very accurate by a few degrees, hit execute and continue. "Just" this small hint and i was able to get a speed of 2000m/s somewhere between 25 and 30 km, something i never managed to do before. -
What about mining expensive resources?
Octa replied to PatPL's topic in KSP1 Suggestions & Development Discussion
I bet the fuel consumned by this SSTO and the delivery flights to LKO from the mining sites is still more than the fuel that can be retrieved. -
The I <3 the ROUND-8 Challenge!
Octa replied to Mister Dilsby's topic in KSP1 Challenges & Mission ideas
Thank you. I have a present for you: One can dream...i keep my fingers crossed for this. -
The I <3 the ROUND-8 Challenge!
Octa replied to Mister Dilsby's topic in KSP1 Challenges & Mission ideas
The chutes, tanks and a decoupler are at the top of the actual lander. During descent, the "heatshield" is dropped and the legs are deployed. One tank is disabled, so the fuel is not used until after touchdown. You can do that by rightclicking on the tank and clicking on the green arrow right of the fuel bar. With this, i don't use this fuel by accident. After touchdown, i enable the tank and throttle up until the lander is just about to lift of again. Then i decouple the top part. The chute module is still throttled up and now lighter, so it flies away and bids farewell to the lander before it it crashes to ground a few metres away. A bit like skycrane, just with touchdown. -
The I <3 the ROUND-8 Challenge!
Octa replied to Mister Dilsby's topic in KSP1 Challenges & Mission ideas
There's a oscar B hidden inside the round8. You can barely see it . This probes were my first successful interplanetary mission to duna, i'm still a bit proud if it. I think the design wouldn't be that streamlined with 2 oscars. Also, there was much advantage in disabling one of the tanks, so the other one can be used to send the chutes off. Not possible with only 1 tank. Still looks cute -
Now i keep asking myself if i really should start my 1st multi-ship interplanetary mission in my science game after 1.0, because it might screw up my designs.
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[root ~]# cat pushinganswertoeverything.pl #!/usr/bin/perl $ARGV[0]++;print $ARGV[0]++,"\n"; [root ~]# ./pushinganswertoeverything.pl 42 43 [root ~]#
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That's what i thought. If demanded so much, the could release the source or at least the specification so others could re-implement it as a mod.
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The I <3 the ROUND-8 Challenge!
Octa replied to Mister Dilsby's topic in KSP1 Challenges & Mission ideas
This is the only tank allowed for this challenge? I wanted to post a small lander i created for a duna mission, but it features an oscar-b inside the round8 -
The ROUND8 memorial thread - UPDATE: It's alive!
Octa replied to ShadowZone's topic in KSP1 Discussion
As mentioned in my previous post, this is a very lame excuse for a developer, because you can get away with almost everything with that as long as the core game is more or less stable, stop developing the game and simply rely on modders to do the rest. This is breaking backwards compability for absolutely no reason. Mods can be incompatible with each other, stock components are not... -
As far as i can see, most people would be happy with a round8 xenon-veriant besides the LFO-Version That's no completely new model, that's just a new texture. And even the texture does not need to be completely new, just the gold/orange-part needs to be changed to silver. Tell me if i'm wrong, but shouldn't be that be roughly as hard as using photoshop for selective color correction on a simple jpeg?
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The ROUND8 memorial thread - UPDATE: It's alive!
Octa replied to ShadowZone's topic in KSP1 Discussion
Why not just adding a silver Round8 for xenon? I had no problem with previous design changes, like the space plane parts. The crafts were good looking and functional again after a few modifications. The only alternative here is the oscar-b, so design and appearance will change a lot. Backwards compatibility is broken. Squad, "Just mod it back" is absolutely NO excuse, until you can explain why the workaround (Round8 LFO and Round8 Xenon) should be impossible or too hard. -
Mods we would like to see integrated into Stock?
Octa replied to SpaceSmith's topic in KSP1 Mods Discussions
KSP ist not a hardcore simulation to me, so with adding mods that change the gameplay too much, you should be careful not to make KSP "too realistic" or comaplicated. IMHO, KSP follows the approach that it _can_ be realisitic and complicated, but actually it mustn't and can be played with a more casual style. One player carefully designs a vessel in the VAB and is calculating every m/s of delta v, thruster-layout, TWR or electrical requirements by hand, so he can say where and how this is gonna land before even launching it. Another player just shrugs if the 1st design iteration does not make into orbit and says "*sigh* More boosters and struts". I'm not judging, both playstyles are totally ok. The thing is, realism can be added with mods, removing it for the casual player is much harder. Especially because it's easier to convince a progamer to install a realism-mod than it is to make a casual install an easymode-mod: "This is far to complicated.....and...what's a mod? I just wanted to shoot rockets in space" You should be careful not to scare new players away which are totally new to this. The learning curve is steep already, because the very basics of orbital mechanics are important to understand this game. Have you guys ever tried to show KSP to a friend by building a small satellite from scratch and trying to describe what you're doing in the VAB or during launch? You can't explain _one_ single thing without raising at least 2 more follow-up questions. And this was with #lolaero and no further mods used. Now imagine this with FAR, MechJeb, KAS, LifeSupport, RemoteTech or Kethane. TL;DR: Keep the stock game simple for newbies, Enthusiasts can install Mods Now, regarding the Mods from the List: KAS: It's fun to build huge stations or ships in space, wobbling is not. I use this mod for strutting after assembly outside of the VAB. Another good thing is that it's possible to add small parts during flight. Good for upgrading stations with new parts from the tech tree. These 2 things make EVAs way more useful, adding them to stock would be nice. Not too sure about the winches and hooks, though. RPM: IVAs need an overhaul. After installing this, it was amazing for me what is possible in IVA with that. I spent minutes arranging the MFDs for every Kerbonaut before even launching. Defintely puts the I in IVA compared to stock. A few more panels and buttons in stock IVA would be great, the functionality of RPM might be to overwhelming at start. Mechjeb: The information panels: Heck yeah, that reduces micro-management/switching to map mode a lot. Think of ascend, roundevouz and trajectory changes. Can be done in map view entirely with the navball, but watching the ship burning its fuel is much more statisfying that watching changing numbers, trajectories and icons in map view. Helpers like maneuver planning/editing or SMARTASS: Maybe as "advanced settings" or late in the tech tree Autopiloting like ascent guidance, landing assistance, docking or maneuver execution? No. Keep that as mod. KSP is still about flying spacecraft. With that features, you can do missions without using a flightstick even once. Sure, this adds comfort in endgame, but i think beginners would rely to early on this. FAR (with remarks to Deadly Re-Entry): Struggling with this one, i hope new aero will be something between the new one and a realistic model: Intuitive to understand, but not with much numbercrunching, like changing flight behaviour or stalling at certain speeds. Same for Deadly Re-Entry: I think even beginners will understand that it's not a good idea to fall from to mun down to kerbin in a straight line. This is so fast, that i almost crash into the ground while checking if timewarp is really off. I'd have no problem if this will not be possible anymore in the future, but on the other hand, a player should be able to land directly after getting to a planet at escape velocity with one aerobreaking maneuver. Example: Getting back to Kerbin from Jool: Direct impact is bad, entering the atmosphere with a periapsis above the ground so aerobreaking will get the apoapsis below the atmosphere should be ok. Balancing the exact numbers is SQUADs job, i'm not a game designer AutoAsparagus: Asparagus is an advanced design theme, no to that. Spend 10 minutes for a subassembly if you'd like to do that. Orbital Science: Yes, simply because it's making no sense to set up a space station at the moment, besides refuelling or resetting experiments for science hoppers. Even a fuel depot in space is more of a nice-to-have thing, because getting huge rockets with fuel into orbit is fairly easy right now. Might change in 1.0. I can imagine experiments as contracts like "get this KAS-Container with plants to your stations lab, keep it there for one month and then get it back". KAC It's Kerbal Space Program, not Kerbal Space Flight. At the latest when a player flies to Minumus (if not earlier with Mun or KSO), there's so much room and time for activity in LKO or Kerbin itself. Havin multiple missions at the same time is standard and somehow encouraged. Would be great if a KAC-Like feature would be added somewhere in the middle of the tech tree. Now to some other Mods not mentioned in the Poll: Remote-Tech/Life-Support/kOS: No. Just no. Too much micromanagement for getting into stock. Sometimees i think this would be nice, but on the other hand, i don't want a mission to fail because of the lack of snacks or satellite connection. NASA engineers were able to put things in mars orbit without direct control or connection because the probes were preprogrammed to do certain things in certain situations. With remote tech and kOS, this is somehow possible, but then again, not everyone knows programming that well or is an engineer at NASA. And i guess many people don't want to calculate an duna aerobreaking maneuver for a probe but just eyeball it with the possibiliy to improvise mid-flight. TAC Fuel balancer: Mostly no. But selecting multiple tanks as group for refueling would be nice (= Select and refill all tanks of a lander at once at a depot). But no need for realtime automatic balancing. I think ships that rely on that are bleeding edge designs. Normally, there's time to manage fuel balance manually. Trajectories: This helped me so much since i installed it, but it's too accurate for beeing stock (sounds strange, huh?). I could imagine a cycle or rectangular that gets smaller and therefore more accurate with lower attitude. Planning in the rotation is a pain when picking landing sites, this will help. "Ok, in 6 hours, i will land somewhere near that crater, in 4 hours i will make sure to land in the middle of it" ScanSat: Yes, the scanners give so much for science and exploration gameplay. Land on Duna? How about mapping it before that for picking an even landing site in the right biome and not praying for it? Expeerienced can still say "I don't believe anything that i don't see with my own kerbal eyeball, so let's just fly there!" Part-Packs: A few additions here and there and the stock pack is fine, it has pretty much a part for every situation. I repeat, a few addition, not changes. NOT CHANGES. Especially not regarding the kind of fuel certain parts contain. I guess i wrote pretty much everything i have to say about making mods stock, now i just want to post this wall of text. PS: Sorry for typos or spelling errors, sometimes my fingers are faster than my translating-skills -
Just got it! The user below me has dual monitors.
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Mostly for plausability/"realism", but i start making trade-offs as soon as doesn't work out with my playstyle anymore.... ...for example i just put some insanely large asparagus pancake underneath a space-station just to get core into orbit with one launch. On the other hand, i go for streamlined satellite/probe launches with fairings that don't look like adult toys.
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KSP as an evolution: a look at how early access was done right
Octa replied to that1guy's topic in KSP1 Discussion
Until now, KSP is definitely one of the betters examples how early access should work: - price is ok - good communication between developers and community - constantly new releases - focus is kept on the main game mechanics during development DayZ is at the other end of the scale, in my opinion. -
Single Launch Vessels & Docking Ports
Octa replied to plotz's topic in KSP1 Gameplay Questions and Tutorials
The Experiment Vessels were docked to the lab in the VAB? It looks like the docking port of the experiment vessel is "clipped" into the lab port. Go back to the VAB, you should be able to move it a bit outwards. The port has a plate on top, you can see it in the back of your screenshot (with purple light). This plate should be visible. -
I just did it! A more agressive flight profile did the job. No more fuel transfer mid-flight, and now i have 1300m/s left. There's plenty of fuel left for the jets, almost 1 tank for each.