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ddavis425

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Posts posted by ddavis425

  1. This thing looks very similar to yours but is rock solid and is not using KJR. It has struts of course but as all the weight is central it doesn`t need whackjob levels. It doesn`t turn very fast but once stage one is done it`s fairly nippy.

    Yours is stable because it doesn't get top-heavy, that rocket I posted has a center of mass right between the first and second stages even fully fueled. KSP physics doesn't like top-heavy rockets.

  2. Wobbliness is the biggest problem with the game IMO. For those of you saying "it's part of the KSP charm :)", why would you come to accept a long-standing critical bug because it amuses you? It's not a feature, it's a major issue.

    mAvfZ0c.png

    This thing has loads of struts all over it and is using KJR.

    Not docking ports, the connection joints between parts that are snapped together. In the editor, these are highlighted by a green and black sphere.

    As far as I know docking port connections are the same thing as parts connected in the editor. The only difference is that you can bypass the parent-child part tree system with docking ports.

  3. Right now, transmitting data is useless, and the best antenna is the one you start out with, so there's a few problems. I find myself getting bored every time I play career mode.

    I posted this in a similar thread:

    I think there should be several changes. First, I'd like experiments to take time to do. I know you can just time warp through it right now, but I think Squad can come up with some way to discourage that. Secondly I'd like for there to be more experiments. I want to have a large variety of things to do, like radiation tests, geological surveys, core samples, etc. Another great thing would be interactive experiments. A really great example would be taking photos of planets Pokemon Snap-style (Maxmaps said he likes this idea, hopefully it goes somewhere). More biomes would be a good thing to have so that if you are using a plane or a rover to collect science you won't need to travel several hundred kilometers to get to the next biome. And while I'm talking about planes and rovers, there needs to be some sort of incentive of using those. Maybe for rovers there could be slight variances in soil composition in an area (like tiny biomes), making you need to travel around getting different samples. Planes could be used for aerial terrain surveys or even weather analysis if clouds are added. Lastly, I don't like the fact that it is very easy to drain all the science from an area. In KSP you can get all possible science from space near Kerbin with a single flight, but in real life we still send up satellites to study the Earth's atmosphere, radiation belts, magnetosphere, and so on.

  4. I think there should be several changes. First, I'd like experiments to take time to do. I know you can just time warp through it right now, but I think Squad can come up with some way to discourage that. Secondly I'd like for there to be more experiments. I want to have a large variety of things to do, like radiation tests, geological surveys, core samples, etc. Another great thing would be interactive experiments. A really great example would be taking photos of planets Pokemon Snap-style (Maxmaps said he likes this idea, hopefully it goes somewhere). More biomes would be a good thing to have so that if you are using a plane or a rover to collect science you won't need to travel several hundred kilometers to get to the next biome. And while I'm talking about planes and rovers, there needs to be some sort of incentive of using those. Maybe for rovers there could be slight variances in soil composition in an area (like tiny biomes), making you need to travel around getting different samples. Planes could be used for aerial terrain surveys or even weather analysis if clouds are added. Lastly, I don't like the fact that it is very easy to drain all the science from an area. In KSP you can get all possible science from space near Kerbin with a single flight, but in real life we still send up satellites to study the Earth's atmosphere, radiation belts, magnetosphere, and so on.

  5. EVA should have more to it than planting a flag or right clicking to collect samples. For surface samples, have an animation of the kerbal putting some dirt in a small bag, or taking a core sample. Maybe even have them do things like deploy small machines (the same way a flag would be planted) for collecting data, like what was done in the Apollo program. There was an animation of a kerbal picking up a rock that was never implemented into the game, I think it would be a great start.

  6. Squad never mention that MP was impossible or will never be added. The only people who said it was impossible were the modders.

    Which is reasonable seeing how hard it actually is to hack something like that into a game without having access to core of the game.

    And again if you have proof of it being the other way around, then by all means post it.

    A statement like this can be forgiven since you only joined the forums in July. When I first joined the forums, Squad had the mindset that multiplayer was not possible. Later on, they changed that to "maybe possible, but won't be added." Then that changed to "maybe possible, but it wouldn't be added until after KSP's release." Now of course they say it is completely doable and it will be coming soon.

  7. "What will KSP become?"

    That's a rather broad question. My best guess is that it will end up like Minecraft but at a slower pace, and by that I mean most older players leaving and the remaining playerbase consisting of recent buyers. Development will continue to slow (Maxmaps posted on another website that Squad hopes to be finishing career mode by the end of 2014, I expected much, much sooner). After Career mode is finished I'd say there is a 60% chance of multiplayer being dropped for some other feature that might do more to attract new buyers. More modders will be hired and fired. Devs will continue to be further and further disconnected from the playerbase. I want to be wrong but the way things have been going for the past year doesn't give much hope. I almost wish that Squad just developed KSP like a normal game and released it later.

  8. This release did fix the seam issue, thanks.

    On a side note, there seems to be a difference with the Jool clouds in release 6-4. In that release it has dark blue clouds, but other releases, including the latest one, have green clouds. Here's a screenshot comparing the two, though I'm using Alternis Kerbol so Jool looks different:

    d2V2HKr.jpg

    If there's some way I can manually change it back to that dark blue then that would be great.

  9. Does anyone have any real way to reliably reproduce the solar orbit bug? I can't seem to get it to occur with any level of consistency.

    As far as having the active craft be put into solar orbit, just load the game, load an existing save, then attempt to launch anything. The craft will be in solar orbit.

    For having an inactive craft be put into solar orbit: Put a craft in orbit of Kerbin, close the game, launch the game, load your save, open the tracking station. The craft that was in orbit around Kerbin is now in solar orbit.

  10. I really, really love this mod, i love having all the extra stuff to do within only a couple hours of ingame flight time, it really changes it up.

    I have however, noticed that Minmus does not have an SOI anymore, no matter how close you get to it, i think its just to close to jool with too small of a mass.

    It does have an SOI, but it is very tiny (something around 20km from the surface).

  11. I encountered a bug with the planet positioning (I think I saw this same issue in your WIP thread). I had one probe orbiting Kerbin and one rocket I was about to launch. As soon as the flight scene loaded this happened.

    http://imgur.com/a/Wrn64

    edit: Reverting to the VAB fixes the problem but the Kerbin-orbiting probe is still in solar orbit.

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