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DualDesertEagle

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Everything posted by DualDesertEagle

  1. If ur willing to use mods go ahead and install Kerbal Inventory System and Kerbal Attachment System. With that u can get rid of near-surface docking ports and surface tankers and instead connect the landed tanker rocket to the fuel mining station directly via kerbal-laid pipes. It'll require personnel on the Mun but at the same time make things a crapton easier. And u don't even have to send all new hardware up coz with the 2 mods installed u can just send the parts required for the modification and have an engineer attach them to the existing machinery. On top of that the pack includes its own manual as an item that can be put into kerbals' and containers' inventories and accessed in the game itself. And it also includes tanks to refill ur kerbals' EVA pack with., so even if u do alot of jetpacking on EVA u don't have to swap the guys out all the time.
  2. I wanted to play a game of BRRRRRRRT with her but I didn't have my joystick connected and kept missing with the unprecise keyboard controls. Not even the SIX FREAKIN' GAU-8 installed on the plane could crap out enough lead to compensate for that. But if u want an idea how to kill her that involves guns and piloting skills, there u go.
  3. Nope, not working, I've tried. Let's not derail this thread any further.
  4. I've been there already. I've settled with buying the game again sometime.
  5. I'd say Orbiter doesn't come ANYWHERE near KSP when it comes to fun of gameplay simply coz it doesn't have the same grade of freedom that KSP offers. In KSP u can build pretty much ANYTHING U LIKE and still be semi-realistic. U could launch a freakin' HOUSE into space, have Mech Warrior style robots fight each other, do time trials with the most ridiculous vehicles u can imagine, go to Eve's sea floor with a submarine u sent there with nothing but ion engines and stock fans as propulsion (a hint at Stratzenbitz's video, where he went to Duna and back: https://www.youtube.com/watch?v=Ee59XkEufjA), etcetera, etcetera, etcetera, PP. Orbiter may be more realistic but that's really the only thing in which it surpasses KSP. And this is coming from a guy who can't even upgrade to the latest version of KSP yet and has to be content with 1.0.2, missing craptons of fun that other people have using new parts that I can't even use with mods since said mods aren't compatible with my long outdated version.
  6. Ok, this is gonna be a long one, the following list includes EVERY SINGLE GAME I've played within the last 3 years or I'm about to install. Multiple pieces of the same franchise are listed as individual games since they ARE individual games, Mods of a game are listed in the same line. Games played within the last 3 years: KSP (Now with TONS of mods) Far Cry 1 Far Cry 2 Far Cry 3 Splinter Cell 1 Splinter Cell 3 (Chaos Theory) Splinter Cell 4 (Double Agent) Battlefield 3 Battlefield 1 Counter Strike Source Portal 2 Planetside 2 (at least I want to again now that I FINALLY have a new PC) Need for Speed Most Wanted Mirror's Edge Left 4 Dead 2 Payday 2 Garry's Mod Civilization V Company of Heroes (pretty new to that) Legacy Edition and Blitzkrieg Mod Fallout 3 Spiderman Web of Shadows Borderlands Avatar the game (another one of those badly matching movie based games but still quite fun to play) IL-2 Pacific Fighters Microsoft Flight Simulator X Crazy Taxi 3 Minecraft Games I have yet to install but will definitely be played (again) too: Oddworld: Abe's Oddysee (This is a REALLY old one from before 2000 that I still find fun to play) Brothers in Arms Hell's Highway (A former friend of mine gave me that a long time ago) Resident Evil 5 (Same goes for this one) Worms World Party Worms 3D Escape from Tarkov (Will have to see if the new PC can cope with that in its current config) Games I have yet to buy (definitely willing to do so): Far Cry 3 Blood Dragon Far Cry 4 Far Cry 5 Mirror's Edge Catalyst As hinted multiple times I finally made it around to getting a new used PC with decent specs. It needs some upgrading but not alot of that. Just needs a new power supply to handle the powerful graphics card I already put in (Can't use it yet due to missing external power connectors on the power supply, but at 350 Watts that'd be a little weak anyway) and some new RAM.
  7. Yeah, I've got some first hand experience in that case. I got into that situation when I was taught how to control the plane at very slow speeds (very, VERY little aileron movement [too much may induce spiraling] and a little more on the rudder) and when I was taught how to recover from spiraling after a stall had already happened. And I have to say, that description sounded like u'd had some experience with similar situations too. EDIT: One question tho, is Val's plane equipped with a fly-by-wire system or mechanical connections? Coz the above only applies to planes that have their controls connected to the corresponding control surfaces through mechanical linkages. EDIT 2: Actually, why am I even asking, I didn't even leave u any choice for what it can be, except ur honest enough (not sayin' I doubt it) to admit that u had fly-by-wire in mind and not a purely mechanical linkage.
  8. EXCELLENT description right there, the same thing happens when u get close to stalling in an ASK-21 (glider). Damn, it feels great to know exactly what someone's talking about through own experience!
  9. I wonder why they did that coz to me Mk2, properly put together, looks much more aerodynamic than 1.25 m, plus it provides some lift which allows u to build nicer looking planes in general.
  10. The best design doesn't work tho if fuel is wasted by pilot error, which ranges from flying in too thick air to too heavy maneuvering, so the best thing u can do is have a plane that levels out at the ideal speed without SAS (which would keep the plane oriented the same way for longer, creating a bigger oscillation in altitude) at let's say 10 000 meters. That way u wouldn't even have to disable the SAS from time to time to let the nose drop back to level flight and pick up speed again.
  11. I think I'll stick to making Mk2 flying wings anyway coz I think they look nice. Using the big airliner wings with fuel tanks in 'em gives me all the range I need and even without them I've made a flying wing that can fly half-way around kerbin and go to lots of survey locations. Even flies well with just one Wheesley engine. But as soon as I unlock the big wings I'll replace the structural ones and basically make the same plane that I've already shown u.
  12. Are u sure about that? Going just by the looks I'd say my Mk2 flying wing is more aerodynamic than ur plane.
  13. Usually just that and usually, if piloted correctly, the Aeris 3A already carries enough fuel to fly half-way around the planet (at least talkin' about 1.0.2, not sure if that's still true in the latest versions). so unless the ratio of fuel consumption per range for 2 liquid fuel tanks and 1 Wheesley has changed, go with that and fly efficiently. Or build something like my flying wing that I used to circumnavigate Kerbin: That thing carried more than enough fuel to do a full lap around kerbin (keep in mind I was going EAST and not west!) and still shuttle between the KSC and the old island base a few times.
  14. Plus, I don't think any self-propelled landing gear would be powerful enough for anything else than flat pavement. Can't imagine a plane the size of a Cessna (let alone bigger ones) moving up a hill using only the self-propelled landing gear. So if that would be made a thing in the game the self-propelled landing gear should be extremely bulky due to its powerful motorization. On top of that, any plane with proper design would have its main landing gear close to the CG, which means tail draggers could tip over when the brakes are applied while going downhill and planes with tricycle gear could slam on their tail when going uphill. And any custom landing gear placement designed for roving would lead to take-offs becoming pretty damn hard. That's why it's been so hard to build cars that transform into planes and vice versa, a car has to have its CG between the 2 axles and a plane needs to have its main gear very close to the CG so it can get its tail or nose off the ground during take-off, and why my example craft looks the way it does.
  15. My "Location" says it all, I'm stuck in 1.0.2 and can't update for some weird reason. But I'm willing to spend the game's price a second time once I finally get a decent PC up and running. Should the same thing happen to me again I'll at least be stuck with a far newer Version.
  16. Ok, so I made this really sloppy example craft (which wouldn't have taken so long if my craptop wasn't behaving like a stubborn child) and it turned out to be wise to drop the fairings while the "rover plane" is still airborne, as may be evident thru the following pics: Retractable rover wheels would be much more elegant of course but I don't have any of those, if they even exist at all.
  17. Well active steering is already there for the smaller ones (even back in 1.0.2) but I do agree that every landing gear should be outfitted with a steering option. About the self-propelling stuff, I think that's unnecessary. If it was me I'd just use RCS if I just needed to go backwards for parking (which, if done right, can be achieved without the need to go backwards) or if I needed a craft with roving capabilities I'd simply go ahead and add some rover wheels that the vehicle can let itself down on by simply retracting the landing gear. And while I was writing this an idea came to my mind how I could even cover the rover wheels with fairings (although that may require some clipping). I'll go ahead and build an example craft real quick to show what I mean.
  18. I've been away for almost 6 months and actually hoped to find a little more of the story to catch up on. But still, exciting as always! Keep it up!
  19. The examples here sound much more feasible and may be worth a try, I know of at least 1 game that I play, which is Far Cry 3, that there is a useful app in which u can edit ur co-op character equipment, run the time consuming process of decoding data storage devices that u get after each level and I think even collect more of the minor ones by solving puzzles in the app, if I remember correctly. I've often used it parallel to playing or when I was away from my PC. I think a similar app for KSP that lets u do things that contribute to ur actual gameplay would be a managable task and a nice way to connect the game and the player's phone. It would probably require a connection to some account so everyone can access their own game data from the phone, but I think there's quite alot of useful things that can be done, mission planning for example. Lets just say ur sittin' somewhere in a café and waiting for a train, planning ur exact maneuvers using the familiar map of the Kerbol system and whatever else may be required for mission planning. The result would be the EXACT value of delta-V required for this particular flight pattern, u could see wether the maneuver needs to be executed quickly with a powerful engine or can be done over time with an ion engine and probably much more that a notorius N00B like me doesn't even think of. Back at ur PC u can get building according to the exact values resulting from the plan made in the app. That wouldn't even require a connection to the actual game AND it would be mod-friendly. These are just my 2 cents on the topic and what I think would be the most useful purpose of an app that goes with KSP.
  20. I'm sure SOMEONE can tell from their own experience what altitude my kerbal was at when he went POOF. Coz I don't remember.
  21. *bursts out laughing* What better way to write out the sound of someone getting their guts switched to reverse! I've been gone for quite a while and I'm actually a little surprised there weren't more chapters waiting for me. But their quality is still top notch and even "my" character made an appearance again
  22. Not if 2 ships approaching each other to less than 3 kilometers is counted as an event and the ships being so close together is counted as an unstable situation. Or everyone must agree on Time Warp for it to happen.
  23. As I've said before, if it was me who had to implement multiplayer I would limit that to playing with friends. Everyone would be independent from what's happening outside the VAB or SPH while building their stuff but as soon as they take their stuff to the launchpad or runway they're part of the following system: Time Warp can only be used when everyone has reached a stable situation or until the next event. So let's say Player 1 has finished his ship really quickly and launches before anyone else has built half their ship. He puts it into orbit and starts setting up a maneuver to leave the Kerbin System and head to the Jool System. Meanwhile player 2 has his craft on the launchpad and hits space. from this moment onwards time warp is locked until player 2 has reached a stable orbit and player 1 has finished his burn. But player 2 hasn't set up his maneuver to Minmus yet, so he does that real quick and both can now enter Time Warp until player 2 reaches his maneuver node. He executes his burn and Time Warp can go on. Meanwhile Player 3 has finally finished his ship and goes to the launchpad. Time Warp is interrupted with player 2 being half-way to Minmus and player 1 a little over half the height of Kerbin's SOI. Player 3 launches, starts orbiting and sets up his maneuver to follow player 1. He executes and Time Warp can go on until Player 2 has reached his Minmus encounter. Since Players 1 and 3 can't do anything useful now they're free to watch Player 2 do his thing, which would in this example be landing on Minmus' flats and extending solar panels to start mining, which, as we all know, is a time consuming process, so time warp can go on again, while the 3 are talking about the recent events in their respective areas. Then, after several changes of mind and lots of tweaking, player 4 is finally done building his ship and launches. Time Warp is of course interrupted again until he's made orbit and set up a maneuver. Time Warp goes on until said maneuver, maneuver is executed, player 4 is on his way to Eeloo, Time Warp goes on until Player 1 reaches the Jool System. Player 2 does a quick check on his miner, starts producing fuel and then joins the other idle ones watching player 1 making orbit around tylo to wait for player 3 to catch up. I could go on, but by now everyone should get the picture. This is how I would implement it. Seems to be the most sensible way to me.
  24. Too bad I only managed this once and had to ignore heat, otherwise this would be one hard nut to crack...
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