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Jonfliesgoats

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Everything posted by Jonfliesgoats

  1. One thing I noticed on my lost Xbox career was that rendering of celestial bodies got a little worse. I thought this was due to numerous flights running concurrently. That said at one point, there were no stars visible on an ejection burn out Kerbin's SOI. I am not sure if that info is useful or not.
  2. I think LeftOverAnarchy experienced the problem with a new save file.
  3. For me it was a pre patch career. I deleted it from my console and re-synched it as the instructions on the patch said to do. It displayed improved performance but eventually faltered and lost everything. I guess I am not alone in my experience with this.
  4. I just had this same issue. Looks like whatever patch failed. Has anyone experienced this with careers started post patch?
  5. Spoke too soon. I noticed I couldn't edit maneuver nodes, so I restarted the game. When I tried getting back to play Poof! No saves at all. All games are lost. I had four active flights and six flags with no debris flying when the issue occurred. Worse, I cannot sync my data from the cloud. Seems like the patch may not have been all that great.
  6. It's a bug. Controlling shock waves is a really important part of high speed aerodynamics and a small protrusion ahead of the nose of a plane does start a shock a little earlier and easier. This will reduce some of the heating you'd see on, say the nose of your craft, due to compressibility. IRL you don't see this much on hypersonic craft because you are always encountering your air at some condition slightly different than what is designed (control petrubations, turbulence from interfering objects, even bug and debris impacts). Unless you can adjust the geometry of your spike ahead of the plane, it loses its efficacy and actually starts creating a whole host of new problems. Also, supersonic and hypersonic flight involves just a lot of force. Combine heating with high dynamic pressures and the vibrations on even a robust spike create shock assymetric forces that become a problem. Antennae ahead of intakes would be a pretty bad thing in real life due to what they'd do the the airflow in the intake and, eventually, the compressor face of the turbine. If you're an aerospace nerd (you are playing KSP!) you'll have noticed that really fast, air breathing planes have sharp edges on the inlets to their engines. This is all about having a controlled and series of shocks at speed to present acceptable air to your engine. This is also why there's a variable position spike on the leading edge of the SR-71's air intakes. When you make those sharp edges dirty with rods, tubes, dents, dings, etc, you get an unhappy engine. Unhappy engines tend to belch fire out the front, fail and generally cost a lot of money in molten parts. Holy crap! I'm typing a lot. I'm gonna end my nerd-pontification here and allow others to reveal my stupidity.
  7. I'd like to move wheels and most girders/nodes to near the first couple levels of the tech. tree. This allows for more broad experience in collecting science and is a little more realistic. Using a juno as an APU to power a simple rover around KSC should not be a development that comes after landing research labs on the Mun. Thoughts?
  8. I think some of Kerbnet for 1.2 will address this. I like the idea of developing Kerbnet first with film-style reconnaissance camera which would also require recovery on Kerbin. There could be a whole tech progression from cameras to terrain mapping radars to ore scanners etc. Getting the data back requires improvements to tracking and data processing, so another tech progression could run along the lines of what quality data can be recovered remotely. We are already headed this direction with the integration of some of Remotetech's features. Initial image and video downlink to the tracking station may just yield grainy, monochrome images.
  9. I love the improvements! I played with numerous simultaneous flights without crashes. Tonight I will see if there were any rollbacks, but I am optimistic. Way to go! You get a corrupted save message when you open the game because the save files are in a new format. You have to delete them from the console only and re-synchronize them from the cloud. Adding fuel mass to the descriptions of the tanks is handy too. It saves me a lot of cross referencing.
  10. I play on Xbox One and just downloaded a large update. Did this address save rollbacks?
  11. You were, Paramecium! Also, microbiology rules, especially at the University of Wisconsin! Thanks for the idea!
  12. You know there are RL similarities too. It could be neat to design a probe on your own and then contract other players to lift it to orbit by a given game-date for a given price. The more I consider it, the more I think this could be a really rewarding game experience, as long as sufficient effort is given to developing it. I may have been a little pessimistic about this initially. Also, I could really see this being a neat thing to implement in the console community due to the large number of people in Xbox live, etc.
  13. I was considering what a gameplay experience would be like if I could issue contracts to other players. I cold set a price, ask someone to lift such and such probe to a particular orbit, ferry fuel or crew to an orbital facility, etc.. The problem is one would rapidly become a space broker and you would not really do much engineering or flying of craft. I suppose we could limit the amount of reputation or science you get from doing is. Also, in the case of a player requested satellite launch, we need to be able to share craft files and make sure that vehicles appear. This could be awesome or it could be not awesome at all.
  14. This suggestion would actually be pretty relevant to the proposal for comets.
  15. That's a pretty cool auto-correct error! I won't even bother correcting it. Mission specific flags and patches are a cool part of pregnancy!
  16. Science archives? I can't believe I have missed that this long. Cheers.
  17. Mission specific flags and patches would be a cool part of pregnancy.
  18. Vasya makes a good point. Unchecked people like me will have Kerbals writing grant proposals, running repetitive titrations, etc. Kerbal grant proposals would be adorable though. "Rockets. Give me money. Rockets give me money."
  19. Getting Science: Imagine an interface in the R and D center that allows players to see a charted format of what has been investigated for science and what has not. Using that interface, you could target research flights and design missions. Also as more sensors and biomes are discovered more combinations of sensors/locations/biomes/dynamics appear in known/unknown charts in the R and D center. Similar to RL more research creates more unknowns and we have ever expanding variety in directions to pursue research for KSP. So you go to the R and D center and the eggheads give you a presentation of all science available to be collected in game with current tech in chart or table format. Spending Science: Is it worth having specific research result in specific tech? In RL many times research in one field yields developments in completely novel and unexpected directions.
  20. We do in contracts, but not in science. I would like to get science points for getting above a certain speed. My original post was unclear.
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