Hodari
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Everything posted by Hodari
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Bring our boys far [winged SSTO "advanced" challenge]
Hodari replied to Signo's topic in KSP1 Challenges & Mission ideas
Yeah, like I said...I'm not that worried about the score anyway, just figured since you were asking for feedback, I'd mention that changing the rules/scoring is something that should be avoided as much as possible. And yeah, the actual mission itself might only take 15 minutes or so, but especially with SSTO's, there will be a LOT more time going into designing and testing the craft first. I'm probably not going to do another entry for this challenge, but if you come up with another good one, I'll definitely give it a shot. -
Bring our boys far [winged SSTO "advanced" challenge]
Hodari replied to Signo's topic in KSP1 Challenges & Mission ideas
My only real feedback on this is that I would suggest putting more thought into the scoring system beforehand and then sticking to it once the challenge has been posted. Not that the scoring matters THAT much(I think a good challenge should be one where just completing it at all is a significant accomplishment and the scoring is secondary from there), but if you are going to have scores, it's not fair to keep changing the system multiple times after people have already put the effort into completing it. Try to spend some time thinking about what types of crafts you would expect people to use for it and make sure your scoring system works well for those. Put at least some thought into what ways people might come up with to try and "beat the system" with something unusual in order to max out their scores and make sure your scoring system accounts for those as well. And if someone still manages to come up with something that you weren't expecting...unless it's a rather blatant exploit, you might just have to accept it. After all, these challenges are just for fun anyway, so don't take things TOO seriously, but do try to think them through ahead of time. -
Recover All Button?
Hodari replied to Castille7's topic in KSP1 Suggestions & Development Discussion
Yes, people are idiots, but I don't think a useful idea should be ruled out just because of that. If someone does something stupid, let them deal with the consequences and learn from it(especially in a case like this where it doesn't actually hurt anyone). Having an option to at least recover/destroy all items marked as "debris" at once would definitely be nice. The "batch recover/delete" would also be a good option. -
Bring our boys far [winged SSTO "advanced" challenge]
Hodari replied to Signo's topic in KSP1 Challenges & Mission ideas
Gotta disagree on this one at least to some extent. There's a lot of factors that go into designing a craft, some of which may not be immediately obvious just from looking at a picture of it, so it should be up to the person submitting an entry to demonstrate that they(or at least SOMEONE) is capable of actually performing the task. Landing an airplane(and especially a spaceplane is definitely one of the harder things I've tried to do in this game, so it's not something that should simply be left to "Well it looks like it should be able to, so that's good enough." Similarly, there's a lot more that goes into being able to dock than simply "It has a docking port." You need to reach orbit, perform additional maneuvers to achieve the rendezvous, have the ability to make the fine adjustments(in all directions) needed to actually dock rather than simply crashing into the target, and finally STILL have enough dV left after all those maneuvers in order to separate from the target and perform your deorbit burn and land. I've had a few times when I had a ship that I thought SHOULD be able to do all of those things until I actually tried to dock it and then find out that there's no RCS control along a particular axis or that it can't slow down fast enough. Or even that the vessel was just too big for the docking port to stay connected. I'd say it's fine to say "I'm not very good at this so I had to quicksave and revert a few times in order to get it right." but not to completely give up and say "I can't do it but I think it should be possible, so that should still count." Yeah, I agree that high TWR was rewarded too much and the change was necessary. -
First of all, be patient. You don't need to make the encounter happen on the first time around or anything. You can spend several orbits slowly catching up(or letting it catch up to you, as needed). If the other ship is behind you in the orbit, you normally will want to put yourself in a slightly higher orbit, thus taking longer and allowing the other ship to catch up. If it's ahead of you, you normally want a lower orbit. BUT, if that's not possible since any lower orbit would put you into the atmosphere(or worse yet, colliding with the surface), you can go into a HIGHER orbit instead and you'll just have to wait until you circle all the way around and catch up from the other direction instead. A lot of times, it will end up being a tradeoff between spending more delta-v in order to get a faster encounter or saving fuel but needed to spend time orbiting the planet several times in order to catch up. It all depends on how much fuel you have left at that point and how patient you're willing to be, but since(in stock at least) you don't need to worry about stranded Kerbals dying or anything, you can take as much time as you want.
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Capure in front or behind?
Hodari replied to AaronLS's topic in KSP1 Gameplay Questions and Tutorials
Yeah, they used a "free return trajectory" where if the engines failed altogether, the craft would end up going around the Moon and coming back to Earth more or less exactly on the correct path for reentry. This ended up being very useful on Apollo 13. -
I made this for another challenge, but it's been a while since my last K prize entry, so might as well post it here also. Made it to 150km orbit, docked with another vessel and landed on the KSC runway, so I believe it should qualify for advanced pilot precision first class, as well as being my first YouTube video ever. https://www.youtube.com/watch?v=9f81DjmcmKw
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Bring our boys far [winged SSTO "advanced" challenge]
Hodari replied to Signo's topic in KSP1 Challenges & Mission ideas
Here's my entry(and also my first YouTube video ever!). https://www.youtube.com/watch?v=9f81DjmcmKw Just raw footage for now, but I'll try to edit it down later. Mods used: http://imgur.com/a/hDGSg -
Tity Kerman.
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Whatever you do, don't blink...
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Tourist Training Policy
Hodari replied to SpacePilotMax's topic in KSP1 Suggestions & Development Discussion
Yeah, that sounds like about the limit of what they should be able to do. And that "souvenir" shouldn't count as a surface sample for getting science points either(since they'd want to keep their souvenir and not let you experiment on it) or at the very least, should give greatly reduced science value(since they don't know how to pick INTERESTING samples and will just grab whatever rock looks cool to them). Planting flags could at least count towards completing contracts though and maybe getting to plant flags, collect souvenirs, or even do EVAs at all could also make the tourists pay you an added bonus in addition to the regular contract reward. -
Would anyone be interested in limited science from bodies?
Hodari replied to Kielm's topic in KSP1 Mods Discussions
Yeah, much better to make a mod that ADDS something to the gameplay rather than taking it away. If someone actually wants to explore all the planets for science instead of just farming one place, they don't need a mod for that. They can just...do it. Having a mod that actually adds a reason to go to the other planets would be good though. -
[Request] Kerbal type specified in rescue contracts
Hodari replied to MartGonzo's topic in KSP1 Mods Discussions
It would also be nice if the contract screen showed the orbital parameters so you can decide whether or not to take it. I've had a few times where I see a contract for rescuing from orbit of Kerbin, accept thinking it'll just be the usual equatorial orbit, and then find out it's actually some highly incline orbit 3/4 of the way out to Minmus...or worse yet, something close enough the the Mun's orbit that they get ejected into solar orbit before I can get there. -
What is the point of asteroid day any more??
Hodari replied to nascarlaser1's topic in KSP1 Mods Discussions
It's not so much about the actual part now, but the mod also adds in several contracts for detecting and capturing or deflecting asteroids. -
Make relays available earlier in career
Hodari replied to TwoThe's topic in KSP1 Suggestions & Development Discussion
The problem is that the range depends on BOTH that antenna and whatever other antenna/tracking station it is trying to communicate with. So ALL of the numbers apply at some point. -
You, sir, are a steely eyed missile man.
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[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
Hodari replied to pap1723's topic in KSP1 Mod Releases
I'm also missing those nodes and it won't let me research the nodes beyond them without getting the missing ones first which pretty much blocks out any spaceplanes. -
Mk3 SSTO range expectations
Hodari replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
Again, it's certainly POSSIBLE, but very difficult and will take a lot of work perfecting the design to be able to do that. Or the other option would be that if you already have an SSTO that can make it to LKO with the desired payload, just do that, then launch a second one but replace the payload in that one with an extra fuel tank and use it to refuel the first one. Once you're in LKO, it doesn't take THAT much more dV to go the rest of the way. -
Mk3 SSTO range expectations
Hodari replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
Yeah, even getting an SSTO that can reliably make it to LKO and back safely is at least a moderate challenge, especially for one large enough to carry a decent sized payload as well. It's certainly POSSIBLE to make an SSTO that can go just about anywhere, but it won't be easy. -
Hardest or near impossible contracts, you've gotten.
Hodari replied to Dooz's topic in KSP1 Discussion
I don't usually see any "impossible" contracts or even truly hard ones. Normally the worst ones I get are some of the very early career, overly specific part testing contracts(like testing a Juno at 25315-25335m and between 240-243m/s) or rescue contracts where they start out in a high, but manageable Kerbin orbit, but by the time you've actually gotten around to trying to rescue them, they got too close to the Mun and were ejected out of the Kerbin system altogether. -
Time acceleration during burn
Hodari replied to DrDress's topic in KSP1 Gameplay Questions and Tutorials
It actually DOES matter now in some cases, especially tourist contracts if you enable the G force limits. But I've usually been able to keep the G forces to reasonable levels just by adjusting the number of parachutes used. You basically just want the least possible amount of chutes you can get away with while still slowing you down to a survivable speed(and you'll probably want to use the least possible amount of chutes anyway to save on weight.) -
Time acceleration during burn
Hodari replied to DrDress's topic in KSP1 Gameplay Questions and Tutorials
As long as you have your parachutes set to "deploy when safe" (which is the default setting now), you can get away with using timewarp all the way down now, at least for smaller reentry craft(pod, heatshield, battery, experiment storage unit, and parachutes work fine for me). I usually just use normal timewarp from when I jettison my last engine stage until the reentry craft hits the atmosphere, then immediately go to physics warp, stage the chutes as soon as the icon turns red, and let SAS hold retrograde all the way down until 50 meters above the surface. For a slightly larger or less solidly built craft, you might want to come out of warp just before the parachutes open and before they fully deploy as well.