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Everything posted by Nebbie
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Make upgradeable space suits!!!
Nebbie replied to Rover 6428's topic in KSP1 Suggestions & Development Discussion
I'd definitely like EVA packs to be an unlock, but first we would need some kind of tether feature. There's just no tethering system in KSP, which is one of the huge differences between real EVAs and KSP EVAs. -
Ideas on Fixing the Thud's Stats
Nebbie replied to Nebbie's topic in KSP1 Suggestions & Development Discussion
Welcome to stock's utterly pants-on-head retarded drag modeling. -
Engines you wish were added.
Nebbie replied to Xurkitree's topic in KSP1 Suggestions & Development Discussion
The Thud isn't a jet engine, and is super draggy. It's terrible for use in VTOL jets. -
Engines you wish were added.
Nebbie replied to Xurkitree's topic in KSP1 Suggestions & Development Discussion
Yep, compare with the Dumpling. About the same size, but the Dumpling holds about half the fuel! The dry mass is correct, however. I would really like a higher-thrust ion (maybe 1.25m diameter), and for the current one to be unlocked earlier. -
Very, and it would make some sense. Yeah, I was apparently the first to notice. I didn't feel like making a big fuss speculating on new DLC anywhere and just poke the devs that they let slip a likely codename early. I was hoping they'd just announce whatever it is, but instead, they were apparently working on a new Twitch model.
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Apollo 18 Movie As A Mission?
Nebbie replied to Johnster_Space_Program's topic in Making History Missions
Well there aren't any monsters, so... -
More liquid fuel (only) tanks
Nebbie replied to Behemot's topic in KSP1 Suggestions & Development Discussion
That would make spaceplanes a lot more complicated because you couldn't share fuel between the LV-N and jet engines. -
Ideas on Fixing the Thud's Stats
Nebbie replied to Nebbie's topic in KSP1 Suggestions & Development Discussion
But there's no "high tech" radial-mounted engine for a shuttle OMS. You get the Thud, and only the Thud. Also, the Reliant would need a hell of a buff to compete with the Kodiak, and the Swivel a hell of a buff to compete with...well, anything really. -
Ideas on Fixing the Thud's Stats
Nebbie replied to Nebbie's topic in KSP1 Suggestions & Development Discussion
I would not recommend balancing against the Swivel and Reliant because they're pretty much trash right now, and meant for atmospheric use (nobody really wants to use them for vacuum use despite their decent Isp in it because they weigh a [metric] ton and then some, and for upper stages, mass matters greatly). Also, the Spark utterly creams them in TWR and Isp right now. I do think they could use a buff like Reliant: 1.25t, 265/310s -> 1t, 275/305s and Swivel: 1.5t, 250/320s -> 1.25t, 260/315s. The Thud should be primarily for vacuum use as OMS and should be balanced against the Spark, Terrier, Twitch, etc.; it needs at least 320s of vacuum Isp to be competitive due to the ultralight Spark (which has some gimbaling) having 320s. Unfortunately, I think part upgrades are still off the table in Squad's current design philosophy. They would help a lot with alleviating the problems of balancing early Career vs Sandbox. -
I think from tinkering that the Wolfhound doesn't eclipse the Cheetah because of its rather large 3.3t mass, but it does the Poodle, because the Poodle's almost 2t anyways and that extra 40s of Isp makes up for it. I'd love to see someone run the numbers into a graph. Wolfhound definitely becomes a great option at large masses. I really wish the Rhino had the highest LFO Isp in the game. It's so weird having that honor go to the Wolfhound, a 2.5m engine, and I really don't see much point using the Rhino when it's so easy to cluster engines now. To compare with similar-mass and similar-thrust, with at-least-same Isp engine configurations in vacuum: 1 Rhino: 9t, 340s, 2000kN 9 Aerospikes: 9t, 340s, 1620kN - 11 Aerospikes: 11t, 340s, 1980kN 18 Terriers: 9t, 345s, 1080kN - 33 Terriers: 16.5t, 345s, 1980kN 6 Poodles: 10.5t, 350s, 1500kN - 9 Poodles: 15.75t, 350s, 2000kN 9 Cheetahs: 9t, 355s, 1125kN - 16 Cheetahs: 16t, 355s, 2000kN 3 Wolfhounds: 9.9t, 380s, 1125kN - 5 Wolfhounds: 16.5t, 380s, 1875kN I don't know about you, but I'd probably go for a Wolfhound cluster. At the scale of needing 2MN of thrust, 7.5t probably doesn't matter compared to 40s of Isp.
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Cupola needs a rework for realism and balance.
Nebbie replied to clivman's topic in KSP1 Suggestions & Development Discussion
I'd just reduce the mass of it a bit and add a 1.25m version. It's not that big a deal that it's a little odd with stats considering its purpose is primarily asthetic. -
The inevitable 1.9 and what comes after
Nebbie replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Nah man, 1.7 will be followed by 2, but it'll be internally versioned as 1.10. Unity isn't that bad considering what it's doing. The problem with KSP is that it's one of those things that started with what's easy and then ballooned from there, accruing new features that it was never originally intended to have. KSP could do something like switch to fixed-point arithmetic, but that'd be a lot of development time down the drain just to fix a few bugs. In the long run, I would expect a sequel to fix the major bugs. Starting from scratch using lessons learned is often the bast way forward when it comes to code. In the meantime, the game is veeeery slowly getting the bugs worked out, the old art replaced, and the QoL features added. Wheels might still be unpredictable, and craft may float above the surface of Mars in RO, but the game will have a lot less of those moments where you just stare in the VAB at what you have to do to get what you want and go "why, Kraken, why?". -
When people playing don't care what the units mean, having that little unit on the end doesn't matter. It is only a bonus for when people want to design craft ahead of time, to know right away what the numbers mean so they can start applying math and/or converting to different units. Knowing my thrust in kN means I can figure out my TWR, but when I look at RCS (which can be used as main engines...), I see "thruster power"; I wouldn't know what "thruster power" is and it doesn't help me understand my TWR...but knowing that it is just kN does help me. This is one area where the game has, quite simply, slightly hurt my ability to design craft, and there is no justification for "thruster power", someone who is doing something else with RCS thrusters won't care whether it's called that or kN, but in fact, seeing kN helps them understand how powerful their translation/rotation is compared to using normal engines. It only helps to have units, provided the units aren't blatantly wrong. I actually would rather they fix things to be a bit more realistic with at least wheels, cause the current battery usage of wheels is downright ludicrous, making rover design a serious headache on power. As for the ion engines, they are most definitely unrealistic on purpose to make them somewhat usable, and I wouldn't worry about players trying to do the math on how much energy it takes to shoot out Xenon, as anyone going that far would surely know that KSP's ions are intentionally more like LFO engines for gameplay reasons. Lots of things like fuel tanks and the planets themselves are unrealistic, sure...but that's not the point of units. Nobody comes in expecting the units to match up with real life perfectly, but units allow us to do proper math on things and compare things. Because the fuel tanks are in metric tons, and the thrust in kN, I know that I can just multiply my vehicles listed mass number by Kerbin's gravity (9.81m/s) and divide by my total thrust and I get my TWR. That's a little less important in the current version, which calculates TWR for me, but still, it's really nice to know how to compare things. A big one that KSP messes up is RCS thrust; it states "thruster power" when it means "kN". Knowing that an RCS thruster's thrust is some amount of kN while an engine's thrust is so many more kN gives me an idea of relative scale. Similarly, knowing that KSP's reaction wheels are using kN*m would go towards comparing a given reaction wheel setup with a given RCS alternative. Having to check what KSP's numbers actually mean first is just an extra step the game is throwing in my way to reason about things, and that's bad. It is most sane to always display units from the same system so that we can compare across things. As to which system to use, it's best to just stick to the real life one because learning an additional one is a lot of work. It doesn't matter that the data points of what KSP has in that system are a little different than real life, what matters is that KSP should tell us straightup how it's numbers relate.
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Here's what's wrong with the Thud: Its Isp is good for atmospheric, trash for vacuum (so it's an atmospheric engine) It has higher drag than a radially-mounted hammer with an aerodynamic cap, so it causes a lot of drag in atmosphere It's 0.9t...but you need at least 2, so it's more like 1.8t with double the thrust. That's as heavy as a Poodle, and much heavier than 1.25m engine options. With the Making History DLC, it is massively outclassed by the Cub (especially for landers), an engine with 5x lower mass, but only 3x lower thrust, and +5/+5 Isp, with the only downside of only one axis of gimbal. While you effectively need 4x Cub minimum...that's still less mass than 1 Thud (of which you need 2). Because of 1, and being radially-mounted, one of its niches is to be an early TWR booster...but the Spark outclasses it at this, and 2 means that it's probably better on drag to have radially-mounted tanks with caps and clustered Sparks on the bottom than to use Thuds. It's obvious intended asthetics, and one niche where its radial mounting and gimbaling should make it great, is as a shuttle OMS. The terrible vacuum Isp holds it back, however, and this clashes with its other main use being atmospheric. That drag needs to be fixed. Beyond that, I don't think it needs touching (and shouldn't be buffed much overall lest it become OP) for atmospheric use, since nobody really asked for that to begin with and not everyone even plays Career. The Cub also makes more asthetic/historical sense anyways. As for vacuum, I think the obvious thing to fix would be the OMS use case, to make it actually do what it looks like it should do. The two problems here are its mass and vacuum Isp. I think both should be about in line with 2 Thuds being only a bit worse than a Terrier. It also should be slightly worse than the Skiff, as that engine's pretty good and there should be a slight penalty for radial-mounting. Thus, the stats change I recommend is: 0.9t, 275/305s Isp -> 0.6t, 270/325s Isp.
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Mastodon now absolutely destroys the Mainsail. Then again, the Mainsail is almost never the correct engine regardless. Bobcat is good at a very particular niche, mainly due to good Isp. It's actually potentially worth it to cluster them I've found. Cheetah vs. Poodle is about TWR. Cheetah will give you better efficiency, but lower TWR. Skiff is still good in some niches. I used one recently as an ascent stage engine because it has good atmospheric thrust. My biggest gripe is that for its niches, you never want the tank butt variant, which is the default. Wolfhound isn't terribly OP now, in practice its mass means it's not much better than a Cheetah, though it absolutely creams the Poodle because it gives both efficiency and TWR. I agree they should've gone a tad further. Kodiak I still see no reason to use, as something needs to be awfully cheap to make up for a lack of gimbal. Overall, they did a decent job. My main gripe is they didn't touch the Mainsail, and despite all these different ascent stage engines, I'm still finding it hair-pulling to deal with anything needing thrust between the Skipper and Mastodon or out near the Twin Boar.
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Engines you wish were added.
Nebbie replied to Xurkitree's topic in KSP1 Suggestions & Development Discussion
I'd like more LFO RCS thrusters, ideally a cluster version. Monoprop is very pointless in the game right now, and Vernors are awkward to use for fore/aft translation. -
More liquid fuel (only) tanks
Nebbie replied to Behemot's topic in KSP1 Suggestions & Development Discussion
I really would like some kind of variant switcher for fuel simply because the current state of having duplicated fuel tank parts for spaceplanes that only vary in what fuel they carry is silly. -
I think we need another size of them, modeled after SpaceX's landing legs. I also think the existing ones need remodeling/retexturing; in fact, the medium ones are currently the only part seen on the main menu screen's crashed Mun Lander that hasn't been replaced by a new model.
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Realism in Stock KSP
Nebbie replied to VoidCosmos's topic in KSP1 Suggestions & Development Discussion
Casual players want to see lots of explosions until they somehow manage orbit without once stopping to think. They actually might prefer the added challenge of realistic scale and more deadly reentry heating. Unrealistic things that KSP really needs are Infinite engine restarts and deep throttling, because otherwise, it becomes very hard to stay in control. As for other realism areas, what KSP does tends to be bad for gameplay because it creates confusion: KSP's flawed aerodynamics modeling means body lift doesn't exist (although it's simulated on Mk2 parts only) and there are all kinds of stupid bugs with whether something is occluded from drag or not and whether a shroud on an engine actually reduces drag. Needless to say, a source of weird bugs and making imitating real planes not work well at all is bad for casual and serious players alike. FAR is a mod that fixes this, and it basically makes rockets and planes act the same 90% of the time, and the remaining 10% is mostly stuff you can do in it you can't do in stock. The the lack of a damaged state (except on wheels) before exploding causes severe issues with landings in that legs will often pop and cause catastrophic failure, making things like SpaceX style landings and even Munar landings severely frustrating. Casual players certainly like explosions, but they also enjoy "WAIT JEB SURVIVED!", so I think this'd be a wash for them and just benefit more serious play. Reaction wheels being way too strong (combined with deep throttling) means RCS is basically pointless. They don't need to be nerfed entirely to realistic levels, but I think they're ridiculous right now. Also, having them nonexistent on the MEM and spherical command pods is...it's okay, but completely inconsistent. Inclination's a mess. You can go to the Mun and back without learning about it, which creates serious bad habits when you suddenly want to go to Minmus or Duna. This I think is actually the biggest reason most players never go past the Mun, you can't really go to Duna without dealing with inclination and it compounds on the existing issue of understanding transfer windows. I think a very mild inclination on the Mun would go a long way. Now, of course, "there's a mod for that"...except there isn't. RO, the collection of mods that puts KSP very close to Orbiter for realism has just recently updated to 1.4, and it can't mimic the axial tilt Earth has because KSP doesn't support axial tilts. It also takes so long to update to begin with because it relies on a ton of mods that go deep into KSP's guts, because KSP was never really designed with things in mind such as: Changing terrain textures Fuel boiloff (this is really complex and is basically the thing that held up RO for 1.4) Realistic solar system scale (the bigger system size means floating point error becomes significant, you can end up with Kerbals appearing to levitate on the surface of Mars) Configuration of things like what fuel a tank uses (really stupid considering liquid fuel is a big deal in stock and there's tons of spaceplane parts where there's just a version that's the same but with different fuel) Realistically-low-thrust ion engine burn times Keeping spinning things spinning (timewarp on rails kills spin in stock, which is a serious issue when you don't have the reaction wheels to spin up rapidly and want to use spin stabilization) Finally, I'd like to mention that KSP really is dropping the ball in regards to recreating the Space Shuttle and Falcon 9. For the Shuttle, the problem is engines not pointing toward CoM, so over the course of the flight, torque changes and gimbaling oscillations can develop. There simply aren't the good landing legs for a Falcon 9, meanwhile. -
Revamp the Kerbodyne Fuel tanks please!
Nebbie replied to MrJoolian's topic in KSP1 Suggestions & Development Discussion
I really think the Mk1 Lander Can needs a downsize for sure since it's basically the only 1.8m part in vanilla (and the 1.8m heatshields are in MH). Mk2 would've been great if they made it seat 3, but instead they just gave it the same dry mass as the MEM and kept it this egregiously-large tuna can like a novelty crew part. -
Mk16 Parachute Overhaul?
Nebbie replied to 2204happy's topic in KSP1 Suggestions & Development Discussion
It could really do with a more conical shape, looks so silly as-is. At any rate, it's always looked rather bad texturewise too and could do with improvement. -
Revamp the Kerbodyne Fuel tanks please!
Nebbie replied to MrJoolian's topic in KSP1 Suggestions & Development Discussion
They really have odd texturing that's never looked good, it just looked better than the crazy 2.5m stuff. But now...the 5m stuff puts them to shame. -
Add a centrifuge habitat in the next update
Nebbie replied to Rover 6428's topic in KSP1 Suggestions & Development Discussion
I think I'd rather we get basic inflatable station parts first, with the successful BEAM test on the ISS. Kerbal's in a position now where it's starting to trail real life tech between that stuff and SpaceX.- 33 replies
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What if kerbals had different textures?
Nebbie replied to Catto's topic in KSP1 Suggestions & Development Discussion
I'd love it if at least the classic 4 Kerbals looked distinct in stock.