rkman
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KSP2 Release Notes
Everything posted by rkman
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Fresh install version 1.12.0 win64 (not Steam), no mods Playing science sandbox, returned from Minmus with a lot of science. Clicking recover vessel does nothing, same with go to space center. Also cannot go to space center, tracking station or quit to main menu via menu. Save game produces no save game file. When i loaded the 'persistent' save file, it put me at the vessel recovery screen, and it gave me much more science (about 1000) than i had gathered (150 or so). It's as though it gave me the amount that i had gathered for every time i had clicked 'recover vessel'.
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CommNet Range/Tech and Game Play
rkman replied to sdrevik's topic in KSP1 Suggestions & Development Discussion
KSP simulates the DSN if you have it configured to have 3 base stations on Kerbin and have it fully upgraded. It gives LOS to any location in the solar system 99.9% of the time. There is no real need for relays in solar or Kerbin orbit. Relays are intended for remote locations to enable connection between Kerbin and for instance a rover that has only a small antenna. From the pov of technological development it does not make much sense to have bigger/more powerful antennas late in the techtree, because antennas are simple and making them bigger is also simple (similar for the unmentioned radio transmitters that are build into KSP's antennas). -
For it to be playable, details need to be reduced to KSP level which is quite low compared to just about any flightsim or satellite data. I don't think it would end up with more detail than current 'real solar system' mods that exist for KSP.
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Fairings are still getting stuck when staging.
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Those links do not describe KSP batteries. I also won't go down that road but you are incorrect. High charge rates and low storage capacity are not what distinguish capacitors from batteries, it is the discharge behavior of the two that is fundamentally different.
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I agree that Squad batteries are somewhat unrealistic in several ways (though it doesn't really bother me), but they do not have the typical characteristics of a capacitor: The characteristic behavior of a capacitor is that it reduces output voltage and output current down to zero as the capacitor discharges, usually quite quickly. It does not maintain output power at all, which makes a capacitor pretty useless as a battery (though tricks with additional electronics can make it behave more like a battery). A battery however both irl and in KSP, maintains output voltage and output current pretty well during discharge. Arguably KSP batteries maintain output power to well - but that only makes them less capacitor-like. Good luck with creating this mod anyway.
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You don't know that not everyone is a coder?
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Does not exactly apply to this thread, does it.
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What does it mean when people think asking a question = flipping out?
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It's Been Over A Quarter Of A Year
rkman replied to Jeremiah's topic in KSP1 Suggestions & Development Discussion
I agree that being unable to save is worse than what we have on PC, but for me because of the many issues that the game has, playing it started to become annoying to the point where i figured it would be better for me to wait until it is fixed. -
It's Been Over A Quarter Of A Year
rkman replied to Jeremiah's topic in KSP1 Suggestions & Development Discussion
How does paying less while the game was officially not finished mean you have less of a right to complain that post-1.0 it's still not finished? You were promised the same game that people bought after the 1.0 release so you have the exact same rights. I'd say the garbage collection issue is pretty big (and still not quite resolved). -
Circumstances being that KSP needs mods and most mods need MM. Everyone knows that, so why do i even bother telling you?
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There are far less obscure ways of making that clear, without predictably causing many forum threads about it.
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
rkman replied to sarbian's topic in KSP1 Mod Releases
It's basically the mod author saying "i have the power to inconvenience you my either defacing the KSP loading screen, or not using this essential mod, and for some reason i need to demonstrate that power". It's extremely childish. -
Rocket Part Revamp Discussion Thread
rkman replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
Either that, or the game was in effect released with placeholder assets. -
Certainly in nature no exponential change/growth lasts forever, so there is no reason to expect scientific progress to continue to accelerate for as long as we'd like. There are major anomalies: dark energy/dark matter make up most of the universe.
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Is not having large gaps in the range of thrust an unwritten design objective? Is there a point to having both a 650kN and a 750kN sustainer engine, but nothing between 750 and 3000kN? Is the idea that we use clustering of engines to plug those gaps - which would mean in some circumstances we'd be forced to use less efficient (higher drag) compact versions of engines? Suggestion: have sea level- and vacuum versions of basically all engines except for the biggest launch engines and dedicated vacuum engines.
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They are effective depending on how much fuel and payload you bring along: http://forum.kerbalspaceprogram.com/index.php?/topic/41594-mass-optimal-engine-type-vs-delta-v-payload-and-min-twr/&page=2 http://forum.kerbalspaceprogram.com/index.php?/topic/46824-atomic-motors-not-worth-it/&page=3#comment-660859 "above 10 tons payload and 2000 m/s delta-v, the LV-N is the king"
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Should KSP have a Delta-V readout?
rkman replied to bsalis's topic in KSP1 Suggestions & Development Discussion
KSP gave even more incentives to learn about rocket science when the game had no maneuver nodes (and no 'delta-v required' indication), and even more so when it had no map. Are you sure KSP is intended to be an incentive to learn the Tsiolkovsky rocket equation? Because i've never heard the devs state that, but i have heard them say they'd like to include a delta-v readout if they can find a good way to integrate it into the career mode of the game. -
Should KSP have a Delta-V readout?
rkman replied to bsalis's topic in KSP1 Suggestions & Development Discussion
So there are many complaints about KSP edu? http://www.kerbaledu.com/features 4) wait for the game to be completed. -
I gave it another shot (3 man reentry module), i do not see the option to deploy chutes in the right-click menu.
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That fits on top of the MK1-2 pod and can be combined with docking port and escape system. Preferably with stock physics. A search on Curse and Spaceport turned up nothing. I'm mildly surprised this is either not a thing, or hard to find.
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"Integrated parachutes" it says on the box. Now Jeb, Bob and Bill are dead. Am i missing something? Or maybe the OP should include a notification about missing parachutes?
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KSP has unrealistic/distorted 3D rendering
rkman replied to thereaverofdarkness2's topic in KSP1 Discussion
Yes it does: straight lines remain straight, and everything stretched out toward the edges of the screen