Awaras
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Everything posted by Awaras
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I like this. I donate 10000 to the pool. Also, IF you are so inclined and have the time, you could organize a sub-campaign with bidding for contracts: You could propose a certain cargo (say 3 fuel tanks and a Zo2 tank) and then choose the lowest bidder from the submissions... Or something...
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Dobrodošao. Odakle si ta?no? *Edit* Vidim, Kikinda. Nice. Ako imas bilo kakva pitanja, slobodno pisi ovde ili na PM.
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Guys, I have been working on phasing out explosive decoupling from my designs and noticed a major bug. Basically, for some reason LFE\'s burn fuel a whole lot slower after using explosive decoupling (like half as slow or more) and that is why my ships were so much more efficient than everyone else\'s. Here is the link to the bug report I just filed: http://kerbalspaceprogram.com/forum/index.php?topic=14752.0 Since this is definitely an exploit, i ask Don Lorenzo to reevaluate all my previous missions and come up with a way to rectify this by taking away part of my money or in any other way he sees fit.
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Heh, flying over a frozen methane lake at a balmy 44 degrees C...
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A question about the space station construction missions: What are the requirements for the delivery? Could we for example deliver a whole ship with a remote control unmanned capsule that contains the cargo or do we have to put the cargo on a decoupler and separate it from the ship in orbit to count as a delivery?
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It looks nice, but it is nowhere near the scope of SimEarth where you started with a planet with no life and guided evolution of life from single celled organisms to space faring civilizations.
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You need to upload your images to an image hosting site like http://imgur.com/ The site will give you the URL address for your image, and then you copy/paste it to the forums between the IMG tags.
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Good lord, I just tried a similar setup with just 6 linear RCS ports - you can almost reach kerbin orbit with one RCS tank!!! :o :o
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Massive ships vs small, really simple ones
Awaras replied to GalaxyGryphon's topic in KSP1 Discussion
I first used mechjeb when I was playing TogFox\'s campaign, I was dead set against it before that. Now, I have to say that it makes certain experiments easier but is practically a cheat since it completely eliminates the need for SAS/ASAS, which lets you make even smaller ships. Also, the sheer efficiency of it\'s landing autopilot makes adding a parachute on your ship completely unnecessary - you will waste more fuel lugging the parachute into orbit, to the mun and back again than Mechjeb will use to perform a powered landing on Kerbin... I lean towards small efficient ship designs as well, which use all their engines from T+00:00 MET (and I have you to thank for that, Sal_vager because your munar skif inspired me to get out of my phase of building newbish multistage 30+ fuel tank rockets just to get a small lander on the mun when I was just starting out). However, I do believe that the current engines need to be seriously rebalanced to make the game a little more realistic. I mean, I was able to leave kerbin SOI and go romping about the kerbol orbit and back to Kerbin with this little thing, even though I used the ZO2 mod that increases the \'dead weight\' of the ship by adding life support stuff: (more about the kerbol excursion here: http://kerbalspaceprogram.com/forum/index.php?topic=14239.msg215961#msg215961 ) I honestly believe that this little thing would have enough delta V to fly to mars and do a powered landing there (if we had a mars - like planet in game), but probably not enough to return to kerbin. This kind of small single-stage-to-orbit craft should not be possible IMO, or it should be possible in the midgame, after a lot of research, and before you start researching reactionless propulsion and warp drives and what have you. I mean, we still do not have a function SSTO design in RL (although there has been a lot of attempts and it might be possible soon), let alone a single-stage-to-mars... One solution I see is rebalancing the engines. The other solution would be adding more life support and other essential components that must be included in the design and which weigh more than the ZO2 mod components weigh... Of course, I realize that the game is still in alpha, and that the finished game will be much better. Implementing a realistic drag model will force as to make sleeker, taller rockets instead of building wide, and the engines WILL be rebalanced, probably soon. \'Stock\' life support systems will be added as well. -
Suggestion: Possibility of Malfunctioning Parts?
Awaras replied to DomAzaris1996's topic in KSP1 Discussion
Yes, but see, the kind of failures we have right now are design failures: The same kind of thing that you see in those old videos of flight pioneers trying to fly their ridiculous 100-wing airplanes or wildly spinning sombrero helicopters, the first V2 launch failures and the first american vanguard rocket explosions. Our rockets will fail spectacularly until we LEARN how to build them, but after that, we will get an occasional glitch but otherwise we will know how to build a ship to do what we want it to. What this thread is about is simulating the myriad of half-assed kerbals that are actually assembling the rocket, accidentally dropping their chewing gum into the main fuel line during final systems check and that sort of thing... It is about being encouraged to think about contingencies and backups. About the sense of accomplishment that would follow from recovering from an unplanned systems failure and getting your crew back home anyway Apollo 13 style (or failing miserably, as the case may be). -
[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
Awaras replied to l00's topic in KSP1 Mod Releases
Vessels must have a ZO2 master system if you want to use ZO2... That is, it is no use to put ZO2 tanks or solar panels on a ship if you don\'t put in a ZO2 master system, but you dont HAVE to put a ZO2 master system - If you don\'t, the ship will still work just like any stock ship. -
Suggestion: Possibility of Malfunctioning Parts?
Awaras replied to DomAzaris1996's topic in KSP1 Discussion
Yes, but we want them to break SOME MORE!!!!!!! ;P ;P ;P ;P -
I just realized we won't be able to go at the speed of light.
Awaras replied to bandit4910's topic in The Lounge
Actually, a few days ago I read an article which talked about analyzing the behavior of antimatter. The researchers claimed that they discovered a small difference in the decay times of matter and antimatter particles - Antimatter particles seem to decay faster then matter. For the life of me I can\'t remember where I read it. Tried googling it now, but failed to find it. Maybe someone else can dig up a link? -
Suggestion: Possibility of Malfunctioning Parts?
Awaras replied to DomAzaris1996's topic in KSP1 Discussion
They could make a \'hardcore\' campaign mode where you can\'t restart flights, parts can fail and if a part malfunctions you are in real trouble... It would force the player to design ships with backup components for safety, extra parachutes, that sort of thing. Combine that with the ability to repair components by performing an EVA and I think I would enjoy playing that way. -
Suggestion: Possibility of Malfunctioning Parts?
Awaras replied to DomAzaris1996's topic in KSP1 Discussion
This might be OK if you had the ability to perform an EVA and repair the malfunctioning part. However, I think that most players would just get pissed and hit \'restart flight\'... -
In real life it probably couldn\'t even get to orbit, but that\'s not the point, is it?
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But... this craft can do all of your missions except MAYBE landing on the mun and returning... Heck, if we had a mars, this craft would probably have enough delta v to get there and land. What\'s the point?
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In real time? One hour, hour and a half... I was bored.
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So do I get 10 million? What next?