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I'm not managing this challenge but I think that's exactly what is not allowed here. No real jet aircraft has its air intake backwards to my knowledge, because well, it doesn't work in real life. The OP hasn't been back to the forum since July 2024, so hopefully this helps you to play an interesting challenge.
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When the Duna window is coming up, but Mission Control gives you an Eve fly-by contract.
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I really hope for a Linux support for KSP 2. I guess what really matters is whether KSP 2 will be mostly entertainment, or the next leap in aerospace technology. I always remember this XKCD: And then I realize that this cartoon is several years old already. And then I start to wonder how many of SpaceX's and other space start-ups played KSP to really understand some basics of rocketry. I wouldn't be surprised if that number is high. If KSP 2 wants to have a similar effect on the world, Linux support is mandatory. Among technology developers, Linux scores a much higher market share.
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Big list of KSP2 suggestions
Magzimum replied to Hweiii's topic in Prelaunch KSP2 Suggestions & Development Discussion
Improvements to the presentation I actually always play with KER installed, which gives a lot of metrics of your craft while looking at the craft. I only use the map view when fiddling with maneuver nodes. So, not really sharing your point of view (pun intended?). RCS and reaction wheel balancing I share the idea by @asap1 to put a slider onto that idea, allowing us to tweak it. Also, default should (IMHO) be the current setting, which I prefer. Real spacecraft carefully save their precious RCS fuel. They only turn if absolutely necessary, and a lot of thought goes into minimizing the maneuvers in space. Also, because it's the real stuff, they can make tiny corrections and hardly ever overshoot a maneuver. They use computers to carefully measure their rotations (i.e. the ISS rotates once per orbit, so that the same side always faces Earth), which we cannot ever hope to achieve with the manual input. In contrast, in gameplay, I will happily warp forward which freezes the spacecraft in a position (stopping any careful rotation). I also have thick sausage fingers so if I have to rotate the craft I either press the wrong button or press it too long. And if I want to do some space walks or docking maneuvers, I will rotate the (both) craft(s) to use the sunlight to see what I am doing. In summary, I am very wasteful with RCS fuel compared to the real deal. And that gets compensated by overpowered reaction wheels. Probes before manned I think that a slight adjustment in the abilities of the probes is all that is needed. The Stayputnik is really useless. Some SAS (stability assist) in the early game is simply necessary if you want to go anywhere. I don't know how early real spacecraft stabilized in flight (rotate along axis?), but we need a little help. -
Double Ringed Exploration Station (DRES)
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Sometimes I have to add unnecessary features to the ship to make the acronym fit. Sometimes it's a little meaningless, I admit. DOPE: Dres Orbital Probe Explorer MORE IS LESS: Minmus Orbital Relay Explorer and Integrated Ship with Lander with Embedded Surface System MOB BOSS: Minmus Orbital Base for Basic Observations of Stuff on the Surface Playing the Galileo planet pack a while back: GOAT: Grannus Orbital Antenna Tech GRASS: Gratian Relay And Surface Scanner TGIF: Tellumo Ground-level Investigation Flight
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I agree that flags serve a purpose. In addition to what @IvanSanchez said above, they are necessary for the mandatory Photograph-of-Kerbals-posing-next-to-the-Flag-in-front-of-the-Lander. I would not mind if they have a mass and take inventory space (please make the mass very low, e.g. 0.5 kg). But, please have the flag in the inventory by default. I already forget to check my staging, add parachutes, landing legs, etc. I don't want to go on a mission to plant a flag on XX and then realize I forgot the flag once I made a successful landing. Btw, also agree that devs probably have higher priority things to do.
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Accurate Part Clipping by Volume
Magzimum replied to eberkain's topic in KSP1 Suggestions & Development Discussion
I'd like that. I'm one of those players who never uses part-clipping, but sometimes it would be very useful to do so. I wonder how easy it is to code? You could just add it to the settings, toggle on/off. -
Let’s talk about KSP 3
Magzimum replied to T-20000's topic in KSP1 Suggestions & Development Discussion
I will wait for KSP 4. I remember from Civilization that #4 is the best. -
I know. But there are a couple of reasons why I go into Sandbox anyway: Mistakes are easy to make, and it wouldn't be the first time that I overwrite an important save. (I play KSP after a busy day, when I am already tired). I usually need (quick)saves while in cheat-mode, like when testing an Eve landing and return - you really want to save after landing successfully. At least in older versions of KSP, loading saves would become slower and slower as you get more save files. I try to not have an endless number of save files. I admit that it's just a matter of preference. You can totally do this in the career mode too, if you pay attention.
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No, there isn't any simulator. In career/science mode, you gotta save-cheat-reload. It would be a nice addition: A simulation center. In order to avoid overwriting important saves, I prefer to open a new sandbox game, design my craft and cheat a whole lot, then copy the craft into the career game folder. My Sandbox is then the "simulation".
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Isn't that just the French spelling for it? Don't the French play Kerbale Espace Programme?
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Transfer button on Kerbal portraits
Magzimum replied to Krazy1's topic in KSP1 Suggestions & Development Discussion
I very much support! This seems easy to implement and a big improvement for the player who lost his Kerbal in the 100+ seat space-station.