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KSP2 Release Notes
Everything posted by ExtremeSquared
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Hyped for 1.7, looking forward for 1.8
ExtremeSquared replied to Challyss's topic in KSP1 Discussion
In 1.8, all wheel bugs will be fixed. -
It's generally considered to be a mistake made by developers who don't know much about biology. But at the same time, the mistake has been there long enough I consider it canon. Just assume everything in the system is made from mystery goo.
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If you look closely in the R&D building, the game claims there is life on every body. All biomes contain life, and every body contains biomes. It's probably not the same sort of life that we are familiar with -- even anaerobic Earth bacteria would struggle on Moho and Eeloo.
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Only use one engine. Don't even attempt to have a reasonable TWR. Don't even try to insert to or transfer from LEO. Transfer from 300-500km orbit instead. A less-efficient transfer is acceptable with an Isp of 4000. Even 300km up, you'll want to split the transfer into two or three burns, but it's still better than trying to do a split burn to Moho from 70km orbit with a TWR of 0.05.
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Large space stations, mines, even filled 5m fuel depots can all be put into orbit without vector clusters. Their corresponding 4km/sec+ dV interplanetary stages can as well, separately. Sometimes finesse is more enjoyable than brute force.
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I'm saying that allowing it to stack / mount to 1.25m tanks is cheaty. Its TWR and size is supposed to take into account that it will always be attached to some giant 2.5m+ hunk of mounting hardware. Either way, it's the one engine that is not on a single craft I've built, because it still feels tacky.
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They are only cheaty if you don't apply the honor system to their intended use when building. To actually code them to only work with engine plates and mounts would probably be more difficult than it's worth.
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Fun for Eve / Moho probes because the solar panels become exponentially more effective as you approach the sun.
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Have I re-found the Magic Boulder????????
ExtremeSquared replied to Jeb-head-mug kerman's topic in KSP1 Discussion
To be fair, an easter egg that was badly modeled and blows up nearby ships wasn't that great of a feature. -
Mods with 3.75m docking port?
ExtremeSquared replied to Monchoman45's topic in KSP1 Mods Discussions
SpaceY has them up to 5m or so. -
rhino engines, what are they good for?
ExtremeSquared replied to Sweetnsaltyish's topic in KSP1 Discussion
Definitely true. The 200km orbit is a side effect of an ascent profile capable of achieving reliable orbit in a behemoth with an insertion/transfer stage TWR below 0.1. -
Skyrim and KSP are similarly buggy games. Skyrim has a massive support system on how to navigate/correct frustrating bugs via the console. KSP has the menu.
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rhino engines, what are they good for?
ExtremeSquared replied to Sweetnsaltyish's topic in KSP1 Discussion
Two ways to send a gigantic mine/base off to Jool. Ten minute burn with nuke cluster from a 200km orbit, or 90 second burn with a rhino from a 75km orbit. Both valid. Similar cost. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
ExtremeSquared replied to TriggerAu's topic in KSP1 Mod Releases
What will cause a vesselID to change while on rails? Having a problem specifically with transfer window alarms + "attach to current vessel" option. It's a spurious bug -- maybe 1/20 transfer window alarms are affected -- so I haven't been able to pin down whether something is actually changing the vesselID or if it's a KAC bug. It doesn't seem to happen with other types of alarms. -
Surface area of KSP bodies, in perspective
ExtremeSquared replied to Snark's topic in KSP1 Discussion
You could make a ScanSat slope map and use secant values of every pixel mapped on a numerical scale to make it more fair to wrinkled bodies like Bop and Gilly. If you're in the mood to do something utterly asinine, that is. -
Out of curiosity, what's your craft naming scheme?
ExtremeSquared replied to a topic in KSP1 Discussion
Reverse alphabetical order as the game progresses through the tech tree and mission duration. That way the newest crafts with the most advanced parts are at the top. Worthless SciSat --> Terrible Relay --> Shi**y Lander --> Pitiful Base --> Mediocre Plane --> Inferior Depot --> ... --> Dismal Manned Interplanetary --> Crap STOL --> Acceptable Deepspace Ion -
Any time a long and complex mission to fulfill a contract fails to trigger contract completion due to glitches. The cheat menu is just not as fulfilling as the little blinking notification icon. On the other hand, looking through here, a lot of these bugs would be fair game for the cheat menu. Playing KSP without the cheat menu to correct glitches would be like playing skyrim without dealing with bugs using the console.
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I feel like this issue is new in the past release, I remember this working properly before... No math is being done to LiquidFuel on switching. LF-->LFO switch: Proper Ox calculated. LF Remains same LFO--LF switch: LiquidFuel amount carries over from LFO tank value. Can anyone else recreate this? Thought Tweakscale may have been messing with it, but verified without TS. Edit: Verified on pure stock.
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Capsule Recovery Vehicles
ExtremeSquared replied to ExtremeSquared's topic in KSP1 The Spacecraft Exchange
With the work that went into buoyancy, I wish there were more reasons to build boats. Capsule recovery is one. Also, if you use the hardest comm settings, a floating ocean-based relay station just over the horizon from KSC makes some sense if your probe core comms can't reach geostationary orbit satellites. That's by far the most dangerous dead zone. -
A
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State of the game - How is KSP doing?
ExtremeSquared replied to PunkyFickle's topic in KSP1 Discussion
I'm on linux. Performance and stability are more important than features, and those are night-and-day better than 1.0. I'd rather voluntarily close the game after an hour due to bad GC and leaks than have it crash every 15 minutes. Still not great, and every update seems to break one thing or another, but there are far fewer crashes and completely unplayable situations now. Also, when stock fairings were released, they didn't block aero drag at all. That was a pretty big QAQC oversight. -
How do Kerbals survive the perils of extended space travel?
ExtremeSquared replied to Xavven's topic in KSP1 Discussion
It's an orbital physics game. Every reference to biology in stock KSP is more flagrantly impossible than Spore. The tracking center claiming there is life on Moho and Eeloo is probably more egregious than a Kerbal being stuffed in a tube for decades. -
State of the game - How is KSP doing?
ExtremeSquared replied to PunkyFickle's topic in KSP1 Discussion
The Unity engine upgrade was huge. Sure there were some content changes, but we forget quickly that the version of Unity KSP used a few years back was a steaming pile of trash. -
What's the funnies/stupidest contract you've received?
ExtremeSquared replied to Athen's topic in KSP1 Discussion
I took a long-distance manned exploration contract called the Eve 6. Obviously the craft had to be named the "Rendezvous Then I'm Through With You".