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KSP2 Release Notes
Everything posted by sal_vager
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Will this game always be for physics majors?
sal_vager replied to GeoffMatheson's topic in KSP1 Discussion
Real nerds know maths is sexy -
The turbojet was meant to be, but C7 only had time to set airflow to true globally, the turbojet isn\'t supposed to work at low altitudes.
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The ramjet intake is meant for the high altitude engine I think, but airflow didn\'t make it into 0.15
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Do you mean mods that give you a ? in the sidebar? If so then it will be specific to each mod, and it\'s controls are usually in the part description or in a readme. Which part specifically are you stuck with?
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Have you tried the aerospike? its got an output of 225 and is the most powerful stock engine, it\'s not vectoring though, I haven\'t used it yet so don\'t know if it\'s what you\'re after. Add extra control surfaces for more manoeuvrability
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It\'s not just the engines though, the wings don\'t simulate lift properly and they actually resist your attempts to turn, the engines themselves are ok I think but the new fueltank isn\'t very balanced, and the new RCS thruster is massively overpowered. We really need a way to see where the center of gravity and thrust is in the SPH, as it\'s too easy to make a plane with all the weight and lift at the back, and it\'ll then struggle to get airborne without bags of trim.
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I think you already came up with the answer, more wings Check out the spacecraft exchange, there are a lot of aircraft now, you just need to get the balance mostly right and have enough lift to get off the ground.
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3 times the fuel usage for 10 times the trust ??? // --- rcs module parameters --- fuelConsumption = 0.6 // thruster orientations and thrust (X, Y, Z, Thrust) thrustVector0 = 0.0, 1.0, 0.0, 10.0
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The aerospike is a rocket engine, just like the ones we\'re used to from 0.14.4
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Okay, surface remote control from orbit will have to wait until KSP supports it, just being able to control nearby craft is already an amazing thing, I\'m going to have to talk up your plugin in other threads as it really should be as big as Mechjeb, the remote SAS alone is brilliant.
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The big thing about aerospikes was that they had better performance over the whole altitude range than a regular engine that was optimized for one altitude, aerospikes are actually less efficient at at the same point a regular engine is tuned for. I looked these things up in detail back when I was excited about the Direct launcher, they are interesting but there are better ways to solve this problem. Seeing as KSP doesn\'t simulate air pressure on engine bells (yet) aerospikes are just a novelty, I\'d have preferred Moach\'s Aerospike over C7\'s as well just for the looks.
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Telescope mode? Now that is a feature I really want To get around the distance limitation maybe it\'s possible to build a new temporary craft matching the target craft, and place it in a layer the player can\'t see but the target view can? The telescope mode would be cool as scan mode 2 (2 Lazors), with mode 1 showing data and mode 3 showing a parts list.
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C7\'s parts are still massively overpowered I see.
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Hi Kymlaar From what I have read and experienced so far, the two intakes and nacelles are just for show at the moment, they were supposed to route air to the engines but that feature didn\'t make it into this update. Also the statistics of the new engines are largely just placeholders to get them working in the game, the high altitude engine will be changed so it is only useful at high altitudes. Everything is going to change again at some point. Hope this helps
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Will this game always be for physics majors?
sal_vager replied to GeoffMatheson's topic in KSP1 Discussion
You eventually get a 'feel' as to what works, I can make a Mun capable ship now and not have to worry about it failing on the first flight, though I am new to aircraft. I do not use any maths or ratios when building or flying,as has been mentioned KSP gives you the tools to eyeball your flight, once you get your head around things it becomes natural. There are many user made tutorials to choose from should you need help though, and a strong community willing to help you out, all you have to do is ask There are many good people here and we all started out like you. -
When I thought of this, I imagined the target ship in a GUI window, perhaps with parts listed below, but a hologram sounds far cooler, I need to see that
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I\'ve had better luck landing on engines when I have struts going from somewhere above down to the engine bell, it seems to help, but I haven\'t tested this on Min yet, just Mun and Kerbin.
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The Unity download is over 500megs and may not work for me in Wine, is there any other way?
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I unfortunately do not have the .craft as I saved over it when making a working buggy, but the Lazor emitters may have just been too close together. The 2500m limit will be a menace should we want to control landed craft from orbit, it\'s a rails problem and I don\'t think there is a solution at this stage. Having more than one mode active could be useful depending on what the player wants to do, maybe the only limitations should be system weight and drag (and cost later) if we decide we need all the Lazors features I see no reason not to allow it, it\'s just how all the current and future colours will be made available I\'m unsure of, though that can be worked on later as there is still the scanning beam to deal with next I think. I think for immersion, scanning should not be instant, in every film with scanners there is some kind of delay and effect before info is relayed, and the format in which the info is displayed is important as well, maybe it\'s possible to display a wireframe image of the target?
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Had a bit of difficulty getting the Lazor equipped buggy into the flight scene at first without parts exploding, maybe with the new finer placement system node_colliders were overlapping, but I don\'t know. I like the new mouse aiming system, much faster and easier to use. The Stocket launched this time with the SAS button activated but camera limitations prevented me from seeing if it was staging properly, it did fly off course though but that could have been after jettisoning the section with the ASAS, I\'ll try again with a simpler vessel, I will test an early engine cut off and capsule chute deployment. A test with my Shamrock craft was more successful, I played with the throttle control and was able to make the ship rise and fall on it\'s engine, it seemed to remain straight until i turned off SAS so I believe that is working. The Shamrock staged perfectly and deployed its parachute, it was a bit low though and almost didn\'t open, maybe a useful feature would be the ability to have two different colours active at once, so I can remote control a craft and see its statistics such as altitude at the same time. Maybe mixing crystals on a Lazor could allow for this? But it would prevent other colours and effects, I\'m not sure what is best Perhaps more crystal colours is the easiest way? I\'m very happy with the remote control, I haven\'t worked out how to steer yet though, well done Romfarer
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I had the engines running okay for me, they even drained properly, the craft just wouldn\'t move even at full thrust
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Okay I\'ll try that, I haven\'t downloaded 0.15 yet as I didn\'t want to overload the server. The stock craft I used was my Stocket Pocket Rocket, found here.
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Hi mishmishthe1, Kerbal space program is still 'alpha' software and many parts are placeholders and basic implementations just to get the game playable, we only recently got a cool terrain system for example. Rest assured that eventually the sun and all the other weirdness will be fixed or replaced in time, though no one knows when yet as development is active and ongoing. Hope this helps
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Pluto and Charon orbit around a barycentre that is above the surface of pluto. Wikipedia on Pluto and Charon, plus link in text to Barycentre.