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MR L A

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Posts posted by MR L A

  1. On 1/20/2020 at 2:07 AM, KerrMü said:

    Hi everybody

    I´ve been a busy builder today. I´ll come to that in a minute.

    I took a break for a few months. I had simply run out of ideas completely and my current carreer had gotten tedious with so many upcoming big and complicated missions. Over the holidays I got bored and opened up KSP again and changed my playstyle. More short missions, less headscratching and definitely more goofing around and trying new things.

    For a Kerbin ground science contract I would normally get my transport plane, put a rover into it and drive and fly around around for 2 hours to get to all the POIs. Now I just built a supersonic scibomber. It get´s to anywhere on Kerbin really quick, drops a few probes out of the back, and that´s it. I love that thing. Sooo much fun to fly. :)

    J7f4AhD.png

    And no more 2 hour long asteroid capture nuke burns for me. This is the new multipurpose Tug. Quite a bit more omph than my old nuke powered potatoroid catcher. Ok, it´s less efficient, but who cares?

    HdUsgFN.png

    And I scrapped my overcomplicated upcoming Duna mission. This time I´ll just send a little hab, a rover and a lander. ISRU und all that stuff can come later. The only thing ready for the mission is the crew transport, 0.5g artificial gravity inclusive. Just for the sake of it.

    1niUb7s.png

    Let us slowly come to what i´ve been up to this weekend, shall we? Last week I stumbled upon a monolith on Mun and sent something completely unnecessary over there:

    j02SiUx.png

    Then a thought came to my mind: "Heywood Kerman should take a look at that monolith." But how to get Heywood into Orbit??? Well, from time to time I try to build something like the Orion 3 spaceclipper from 2001. I just love the design and it´s normally a fun challenge to build. So this weekend -again- I sat down with a simple plan. But ideas emerged, problems appeared, sollutions were found, frustrating bugs were... seriously, I thought the thing with engine plates and structural rings not shielding their innerts from drag would have been solved by now... but at the end I´m really happy with the result. I think it looks kinda nice and the flight characteristics are not bad at all. Ok, I had to clip some rapiers together, which I wouldn´t normally do, but ¯\_(ツ)_/¯

    Gf9xztj.png

    RJZcC92.png

    In the end I´m having fun with KSP again and it feels good to be back.

    Have fun guys and gals, have fun, cya :)

     

     

    Got any more pics of the Dream Chaser-esque design? :)

  2. 5 minutes ago, Curveball Anders said:

    It would be logical that 1.8.x and 1.9.x would be followed by 1.10.x

     

    No, it wouldn't be logical, because that's now how numbers after a decimal place are meant work. Minecraft be damned.

    1.10.x does not read "one point ten" (that doesn't make sense anyway) it reads "one point one zero".

    I'd much sooner follow Stellaris on this than Minecraft.

  3. On 1/18/2020 at 7:02 AM, tseitsei89 said:

    It most certainly is the DLC culture nowadays. Unfortunately most DLCs fall in to one of the following categories:

    1. Developers leave out an important game mechanic/feature that should already be in the base game so they can sell it to customers as DLC and get more money.

    2. DLC just adds some new equipment/parts/skills that really dont bring anything new to the game but are just slightly better versions of the original ones. So you have to buy the DLC if you want the best equipment/parts/skills but the DLC doesnt actually give you any new meaningful content.

    "DLC" is just a new term for expansion pack - and I bought my first one of those in 2001... so it really isn't "nowadays". Especially considering that expansion pack was arguably much less work that any non-skin-only DLC that comes out these days.

  4. 10 hours ago, stefsilver said:

    idg why we cant be grateful that there still updating this game. with new parts and graphics especially with ksp2 on the horizon

    We are grateful that the game is still being updated; however, we are critical of updates that add nothing or detract from the game. There is nothing wrong with that, and honestly, If I was *anyone* working at squad, I'd be proud to be working on a project that people are still so passionate about - even when it means that passion looks on my work with a critical gaze. I would hate to be part of something where a poor quality piece of work was met with utter indifference.

    KSP2 has absolutely NOTHING to do with the continued development work on this game - it is certainly no excuse for "meh" artwork being added to the game. "Don't worry captain! The repairs to our cruiser have left a hole in the hull and we're starting to sink... BUT there's a new aircraft carrier being floated in 18 months time!". 

  5. Having a little difficulty with working out what settings to use currently...

    I'm trying to set the mod up so I have a seven day wait before I can use a pad - this bit works so far...

    but I can't work out how to launch from Woomerang or the DLS whilst the ksc is being refurbished? as far as i can tell, the 7 day refurb timer applies to all pads regardless?

    Oh, I should note that I'm not currently interested in having any build time for the rockets :) just want to be forced to use the other launch sites basically :)

    Thanks!

  6. 1 hour ago, Nertea said:

    This particular revamp I think I could accomplish in 4-6 hours start to finish. Modeling would be about 30 minutes - fairly low complexity, unwrapping an hour (maybe less, it's all simple shapes, but let's be generous). Depending on the exact texture size being used here, I think 1-2 hours at most for texturing, but again, could be shorter. Allow an additional hour for pushing it ingame and tuning. Let's say 1 workday for the whole process from zero to finish, being generous - add in some time for design and research. I know some modders are faster than I am.

    I personally (again, not projecting on Squad or anything, but you asked) would take these examples from one of my latest projects.It is of comparable size to the mainsail, so a good proxy. 

    • Research: 2-8 hours, which is on the high side because this engine was never built and references are scarce. Would be lower with a less obscure engine.
    • Modeling: 4-6 hours, most of which were figuring out what pipes connect to what. Could be faster, again, with good references.
    • Unwrapping: 6 hours, which includes UV layout, packing and AO baking. Hard to speed up.
    • Texturing: 4 hours, low here because high model detail reduces the amount of effort needed in some areas.
    • Integration/Testing: Very variable, but if I do a good job with the previous steps and don't screw up much, would estimate 3 hours
    • FX: 1 hour, I have a pretty big library to pull from.

    So taking the lower end of those estimates (assuming a less obscure engine as a source), I would say about 2 to 2.5 work days to build a complete 2.5m size class engine for me. Of course, I don't do this for a job, so that's really 1 to 1.5 weeks of modding time :P.

     

    Thanks! found this really insightful :) 

  7. 20 minutes ago, klgraham1013 said:

    I'm presuming the artist's job only consists of creating the art, and not all the other stuff they have to figure out.  He probably also doesn't have a secondary full time job, and can spend a whooping 40 hours a week just on KSP alone.  What's even crazier, he's also probably getting paid for it.

    I've no experience with game art whatsoever (but I do know that a model is created then you wrap textures/normal maps n junk), so I'm genuinely curious as to how long (roughly) would it take someone to create an engine like this? Presumably from scratch like a modder would? 

    Hoping no one takes this as criticism, genuinely interested in the process :)

  8. 1 hour ago, ValiZockt said:

    After many failed missions due to engine failures, i actually did it today... a soft lunar landing [RSS/RO/RP-1]

    XYNLzb1.png

    zqLDvPA.png

    7EUNVxD.png

    npGbOqL.png

    Oi5CEFf.png

    xX2IDzs.png

    vTNNTvw.png

     

    It always amazes me how much bigger the rocket has to be in RO to get such a piddly payload to the moon...

    I really should give the mod a go as nearly every rocket I build I have to de-optimise as I get annoyed when its an accidentaly SSTO... but I just dont like playing a hugely modded game lol.

    I REALLY hope one of the difficulty options for KSP2 alters the solar system and body size (default/"real"?)... I can dream though! :P

  9. 6 hours ago, AlphaMensae said:

    Yep, it appears the Vilcain II was the inspiration, but it went off the rails badly. While the model is so bland, it's the coloring that makes me think of the back side of a horse.... that orange juice slicer.... egads!

    This is what Porkjet had planned for the Mainsail revamp:

    iINdJyL.jpg

    Having a hollow boattail would be a huge improvement.

     

    forgot about that beautiful, beautiful work!

    6 hours ago, Poodmund said:

    The issue is that a handful of users have given detail, broken down and justified critique of previews in the past and it has been met with either: 'radio silence' or 'I see your opinion and you're wrong'. Two resounding responses that show that the Producer, Game Director and Artists involved don't actually give two hoots about improving their design direction or taking on any feedback (except for the extremely questionable MK2 Lander Can concept... ).

    To this point, a lot of users have become quite apathetic to the whole shebang and we are now being met with the same old excrements on different days and nothings going to change so we all just go, "meh, improve it" knowing that it's not gonna get better but what can we do? Nothing... except going install some mods that look decent instead and use those.

    False promise and expectancy... two absolute killers.

    (Sorry for being a Debbie Downer but he community can only bang their heads against the wall so much)

    I'm not sure I agree on this... we've seen them before alter artwork designs and rework features etc due to player feedback - the useful kind anyway.

  10. 10 hours ago, AlphaMensae said:

    It reminds me of the back side of a horse....or...it's wearing pants! :huh:

    can't... unsee

    5 hours ago, splatn't™ said:

    Given how this engine is a BE-4 of sorts, i would expect to have all the turbopumps and piping and then a boatail variant to add on. However, I see none of this. Compared to the new Skipper and old Mainsail, this looks awful. C’mon guys.

    (in my opinion)

    I'm not sure how to read this... are you saying the image from Snails is worse or that the new mainsail is worse?

  11. 56 minutes ago, putnamto said:

    caught my first space potato and put it in a 100k kerbin orbit, only lost one solar panel, and only cursed the claw a few hundred times......i think thats an improvement
    now what to do with this potato though? i figure ill science it over every biome, then dock it to my kerbin station and mine fuel off of it to fund my interplanetary conquest. (sorry the image is dark, the sun was on the other side when i took the pic, and i always forget to put lights on my craft until i need them)
    CjmX8bZ.png

    "dark"??? I had to turn both brightness and contrast up to 100% to see anything lol :P looks interesting though from what i can see!

  12. 5 hours ago, MunsterIII said:

    Yeah, have fun with timewarp.  "I wanna go to Eeloo, but the transfer window is in 8 months and the trip there takes 3 and a half years and Player_X wants to go to the Mun tomorrow and Player_Y is trying to do a grand tour in parallel and Player_Z is driving a rover halfway across Eve because his rescue lander overshot.  Gonna be a loooooooong wait."

    :confused:oh good, this again.

    Well those two players aren't in physics range clearly... so time warp doesn't matter. and they're not exactly playing together so re-sync is going to matter. As has been discussed a million times before, there are games with solutions to this, like Stellaris, and there are a few other options that can be used to - especially as multiplayer is likely to be between friends who are actually going to play *together* as opposed to simply playing in the same solar system.

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