Godot
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Resources - postponed, cancelled or reserved for a DLC?
Godot replied to czokletmuss's topic in KSP1 Discussion
Surely postponed, considering that they already put a litle bit of work in it. Maybe they thought about it and then decided that the resource system would be more fitting if it came as addition to a halfway fledged out career mode. Or the "Science-System" is thought to be some kind of preliminary test for the resource system (after all here also is "mined" a resource ... Science) -
Well, in earlier versions (around 0.17) when KSP was less ptimized I had some Megarockets which also took 30+ minutes to launch, due to the system slowing down to at least 3:1 (turning a launch of 10-15 mins gametime into 30-45 mins real time)
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The old "How long stays a restaurated ship the same, when you gradually replace all important parts of it with new parts that look identical" From a neurobiological standpoint I would think that time is a factor. If, say, you gradually replace one neuron after the other with artificial ones (that perfectly have the same connection strength/connections with all other neurons), over a period of several years, I guess the brain would adapt to it and the consciousness created by the brain would still believe to be the same one and would survive in the new brain (after all this is similar to how our brain adapts to slow changes in the body ... for example the loss of vision ... if a loss of vision is gradually, lets say, perfect vision -> -1 Dioptre over several years, you might not notice it, in contrast to, when you suddenly get from perfect vision to -1 Dioptre from 1 day to the other ... same for increasing bodyweight/fatness ... if your proportions increase over several cm during a decade, it won´t be as obvious to you, as if the increase would happen overnight). In contrast to this, I would assume that, if you would, in one big surgery, take out the biological brain, kill it, and then would replace the whole brain with an artificial one that was built according to exact brainscans, the original consciousness would die, whereas the artificial brain would create a separate consciousness, which would believe that it is the original consciousness, but it is´t really the original one. Of course, this is spoken from a strict atheistical standpoint (i.e. absence of some kind of separate metaphysical soul) and in concordance with some neurobiological theories, which assume that "consciousness" is something that is generated by an "observing network" of neurons that stretch across all different lobes of the brain.
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I talk about the one after today ... which isn´t out yet. They already discovered balancing issues with the damage numbers from todays upodate and are planning another one which, as initially believed, would require another wipe (but now doesn´t)
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Correction ... the next update doesn´t require a wipe https://twitter.com/StarboundGame/status/410465526180491264 14 € for europeans ... guess for the USA it is 14 or 15 $ http://store.steampowered.com/app/211820
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At least in the beginning (when you don´t have any good weapons, it eems to be the contrary ... the game being harder as the mobs are stronger than the former level 1 mobs. I had the misfortune that I landed on a planet with no tree near the beam location, no significant iron deposits in the ground (only copper and coal) and the agressive mobs making expeditions extremly difficult. Went only better (not to say, extremly easy), when I made my way into the huge Apex underground base, that was left of my teleporting location and discovered that the Apex guardians were easier to defeat than the Mobs that roamed the surface (and dropped weapons that were way better than the starting sword I had to use before). Now, with an Apex melee weapon with 41 DPS (instead of just 10 like my start sword) defeating the mobs on the surface has become rather easy, with them usually getting killed with 1-2 hits
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And just as a forewarning ... there will be a next update coming very soon that fixes the damage values and will, again, wipe your character
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According to what I read there are sky pirates, which you discover when you detect an anchor on the surface, which are the best weapons merchants you can find
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Get it in 2-3 days ... according to announcements, the next update will make previous savegames incompatible. Already now there is a lot of wailing and gnashing of teeth on the Steam forums because of this
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According to the official forum, the snowtrooper armor is nerfed again with the next patch (that may already be out or come tomorrow ... haven´t checked yet) ... I am afraid that means a big drop in armor value for it
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Well, the pixel loss has been ~35% per death before todays update ... now it has been toned down to IIRC 20%. But yes, it is better not to die Fortunately above ground the teleport to your spaceship might help, getting out of grave danger (I once teleported during a fall from several stories .. would have ended deadly if I had collided with the ground ) Aside from this, the underground has some epic structures (even on the level 1 starting planet) ... like huge caverns, or tombs deep beneath (haven´t reached the Lava on the starting planet yet .. and I am already so deep there, that I need eternities to get down, thereby going down several of aforementioned huge caverns [where it can be deadly when you miss one of your self created platforms [the cavern itself, before you come, has no platforms ... just a vast nothingness]]). Also with the update, we have a new armor set ... the snow soldiers armor ... it is crafted from leather ... it looks like the armor or of the rebel soldiers on Hoth, in Star Wars V ... and it provides much better armor than silver (13 armor, 19 heat retention)
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Easy answered ... Mun offers much more science. Minmus only has one Biome, whereas on Mun every major crater is its own Biome (and there are more Biomes in between)
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Kann ich bestätigen ... bei DRE mach ichs mittlerweile ähnlich wie Du ... heißt, ich beginne die finale Eintauchphase bei 30-35km Periapsis, und verpulver dann unter 35km Höhe noch einmal die letzten dV an Treibstoff die sich in den Tanks der Triebwerke der letzten Transitstufe befinden um schlussendlich, durch Luftwiderstand und Triebwerke verlangsamt, sanft zu Boden zu gleiten (mit < 2km/s in der heißen Phase) Mein Return Module hat zwar 3 Hitzeschilde, die verlieren bei dem Ansatz aber meisten insgesamt weniger als 100 an Stärke (wohingegen sie beim direkteren Descent normalerweise > 250 Stärke verloren) und auch die Raketen der letzten Transitstufe werden nicht durch die Reibung****ze zerstört sondern könnten vermutlich, mit Fallschirmen ausgestattet, noch von Bodenteams recoveret werden (also wenn sowas (schon) implementiert wäre)
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Überrascht mich, da ich die gegenteilige Beobachtung gemacht hatte ... i.e. daß beim Deployen in hohen Geschwindigkeiten gerne die Schirme abrissen ... andererseits hatte ich meine Schirme (bevor ich wegen o.g. Beobachtung begann sie immer unter 200 m/s zu deployen) meine Schirme meist in Höhen < 15km ausgelöst ... wo die Atmosphäre ja schon dichter ist (wogegen Du sie offenbar schon weitaushöher auslöst ... > 20km) und zudem stammen Beobachtungen stammen aus früheren Versionen von KSP (dürfte <= 0.18 gewesen sein). Was die Eimtauchgeschwindigkeit betrifft: Ich sorge ich immer dafür dass die Apoapsis < 2000 km ist bevor ich die finale Eintauchphase beginne (meist mit Hilfe von Aerobraking zwischen 38 und 50 km .. und nun, da ich mit DRE arbeite, umso penibler als zuvor ) was meine Eintauchgeschwindigkeit nochmal um ein großes Stück vermindert (denn die ist ja auch von der Apoapsis abhängig ... je höher die ist, umso schneller ist man an der Periapsis ... da machts einen großen Unterschied ob die Apoapsis bei 11.000 oder gar 45.000 km liegt oder nur bei 2.000 km ... kann mir gut vorstellen daß man bei 11/45 Mm Apoapsis beim Eintauchen in 5km immer noch 500m/s drauf hat)
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Also ich gelange mit meinen Raumschiffen immer problemlos unter 200 m/s und das meist in Höhen über 2km Siehe auch hier in einem der letzten Career-Rückkehrmodule von Vanilla-KSP (bevor ich FAR, DRE und TAC-Lifesupport installierte) (die leeren Raketenmodule sind Sepatrons die beim Ablösen von der Restrakete feuerten (und generell als Launch Escape System dienen) ... die sind nicht wirklich dafür verantwortlich dafür daß das Rückkehrmodul auf 150m/s gekommen ist ... das geht auch ohne Sepatrons genauso problemlos)
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Deadly Reentry - Can i hold my own heatshield?
Godot replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
I am not totally sure ... the KSP Wiki lists max temperatures for several of the stock parts (which are already included in the part.cfgs per default) http://wiki.kerbalspaceprogram.com/wiki/Parts I guess that DRE makes use of exactly these values, but I never checked if it is really the case (or if they may use other, lower values instead) -
Deadly Reentry - Can i hold my own heatshield?
Godot replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Temperature of course ... during the reentry your parts heat up and if the temperature exceeds the maximum temperature the part can stand, it explodes. With heatshields, instead of the temperature in creasing the shield temperature, it melts down the ablative protection layer and only if the influence of the temperwture if high/long enough to completely melt the protective layer down, the shield itself heats up (and may explode). How much heat each part takes is dependant on its orientation with regards to the thrust vector (and if it has parts in front of it which may protect it from heating up). This part for example is my Standard return module: http://imgur.com/uWaQNPD Each of the 3 science jr. modules below the stack tricoupler hs a heatshield below it ... if oriented correctly, the heatshields protect the whole return module. But (as I experienced) it is also possible to survive when heatshields fail (if the reentry temperatures aren´t too high) ... by keeping your reentry module in constant changing orientation, so that not one part constantly faces "downwards" and gets heated the most, but instead several of the modules take turns in heating and cooling down (so that no single module gets over the maximum temperature it can stand). But well, to sum it up ... (unless the mod changes it which AFAIK it doesn´t) the difference between a stock structure plate and a heatshield is, that the structure plate is missing an ablative layer and every heating immediately is compared to the maximum temperature the plate can stand. -
Deadly Reentry - Can i hold my own heatshield?
Godot replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
There are special heat shields in the mod that you can put below those parts that need to be shielded (and can be dropped via staging after having fulfilled their purpose) Also some of the capsules (for example the one Kerbal capsule) come with built in heatshield -
My recommendation is: Switch to Tropico 4 ... good chance to get it cheap this month, with the current fall sale and the coming christmas sale. As for the sidetopic: Well, all depends on how tired you are in the morning. If you aren´t tired at all, maybe you don´t need asuch sleep as the average Joe. Sleep lenght is influenced by many factors and often relative individual ... I for my part, for example, have an average sleep duration of 4-6 hours / night and get well along with this ... other people however need their 8+ hours of sleep. Sleep medication definitely isn´t a good idea IMHO (unless it is taken really sparsely) else withdrawal effects might cause you to drift into sleep even harder. If you are de facto tired in the morning, well, work on changing your biorhythm ... by not going to bed late in the weekend, but instead introducing a strict regime with regards to your sleeping times, where even in the weekends you go to bed between 10-12PM
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In relation to the surface ... I usually I do it with the "Surface"-mode of the Navball (which takes into account planetary rotation) , in combination with the horizontal speed that is displayed in Kerbal Engineer Redux. On descents to Mun and together with occasional correction thrusts on the way down, I usually am able to get < 10 mm/sec in horizontal velocity
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Before that there were Voyager 1 and 2, of course, who did a flyby on several of Jupiters and Saturns moons
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I´d also go with DS 9 ... liked all series however .. but my favorite villain definitely is Q
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Dunno if this is different with FAR, but I for my part would just go into 100km orbit and then kill all horizontal velocity when being above the target, in ordeer to get as near as possible to it (with corrective thrusts during descent, of course)
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Sounds like the experience we in germany made when CDs as audio media came up. When the first CD albums came up, their price was artificially inflated, with the reasoning behind this being "it is only a short term measure, to finance the retooling of factories from vinyl records to CDs". Well, fact is, that during the following years the price remained on this level, with no intention of the recording industry to lower them again (to vinyl record standards). Only when the internet came up, putting pressure on the recording industry with cheaper alternatives to physical music records, the CD prices plummeted.