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RentedTritium

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Everything posted by RentedTritium

  1. "Cleaned up eight click menu Beamed power transmitters and receivers" Nice!
  2. Every game is always dying. You should have seen magic the gathering forums in around 2007/08 during the six months before the biggest influx of new players in the history of the game. You would have thought it was already being shuttered and sold off.
  3. Oh that makes sense. So what you put regular wheels on an assembly that extends out of a bay?
  4. Does anyone know of a mod with rover wheels that can be retracted? Particularly very large ones, but I would be happy with them in any size. I really want to make a small plane that can drive around once it lands and the key to that is going to be rover wheels that are stowed in a low-drag form on the hull. If not, can anyone think of an approach I can use to accomplish that using different parts?
  5. I haven't gotten to the beamed power yet in my career game and don't know how to use it, so I don't think my testing is useful there. But I did test the timewarp while burning electric engines and it works perfectly.
  6. No other variables are required and yet here we are with a thread full of people having their sausage opinions on how they imagine the sausage industry must work. That's a variable too. You bought a sausage and here it is. It's a sausage. It matches the pictures they showed you and it fits in your mouth. You're the one adding baggage that isn't anything.
  7. In this version my game locks up every 6th second. Probably it's a mod checking something inappropriately though since it seems like I'm the only one.
  8. Man this thread is just full of people who have never worked on large software projects.
  9. This seems like a fuel switch problem, but I haven't changed any mods but this one: nuclear ramjets set to atmospheric mode. As soon as I stage them to take off, they switch to liquid fuel automatically and I have to manually change them back. Action group to toggle propellant suddenly doesn't work anymore.
  10. I'm having a lot of trouble making an SSTO out of the standalone nuclear air breathing engines. I've gotten several attempts onto lko with enough liquid fuel to come back, but every time I launch I can tell that I'm getting the ascent profile wrong. These things don't behave quite like any other air breathing engines and the relationship between air and thrust seems more delicate than with other engines. What's the sweet spot for these and what type of profile should I be developing? Again my planes can make orbit and they can achieve good speed in atmo mode, but something is just off in my ascent and I feel like I'm not switching to fuel at the right altitude.
  11. Oh! Time warp acceleration! Are you the first one to get this in 1.2.x? I'll test it right away!
  12. Transparency is good. A middle ground is you develop what you need to develop regardless of what people want, but you still do surveys and every time you release an update you include the survey results in the post and have at least a little paragraph mentioning that other things have to be cleared first but that the survey items are on the agenda. But even barring that, everyone here should be aware that if something is in the bug tracking system then it's on their radar and it's going to get done eventually and they're not just blowing you off.
  13. I feel like having worked on seven digit software projects I think they should do whatever they want in whatever order they want because development is hard and there are variables and dependencies we don't know about.
  14. My optimal gameplay is that I have to make a bucket brigade through the outer planets up until I unlock this later in the tree.
  15. Ok, cool. That's all I meant. I looked around and couldn't find any planet packs that did that, which made me suspicious that I was missing something and it wasn't possible.
  16. Ok, so assuming I don't mess with that, I can still make two objects share an orbit at different intervals, right? So I should be able to make something that looks a lot like a Lagrange point to the player?
  17. So if I'm reading the instruction guides right, it looks like I could make a small planetoid and have it orbit inside what WOULD be a Lagrange point if they existed. I seem to be able to set orbital velocity independent of everything else, so if I made a trojan or a greek asteroid and gave it the same velocity and axes as a planet, just with a different starting location, it should work, right? I realize, of course, that L4 and L5 aren't stable, but we're already approximating for rule of cool so I am comfortable fudging that and making it stable.
  18. It's fine. Everyone gets mad. Everything about the game is simplified and approximated into inaccuracy so the the final experience feels right to the players. That means if you know too much you can see the errors. But it's ok as long as it has a generally truthy feel to it. That said FAR is sweet and the update is going to rule.
  19. I just use the stagerecovery mod, which gives me an incentive to design my tanks with parachutes. Back before I was using it, I would generally make everything disposable except for my main lifting engine which was typically the most expensive. I would ride that down with parachutes to save 1/5 of the cost or so. Radial boosters and whatnot I would just drop. But with the mod I can save all of them for typically 50-60% of dry value, which can knock a good chunk of the launch costs off.
  20. Wait I thought additional intakes helped you keep going as you got higher? Two engines on one intake is a lot less than I'm using. I thought I needed extra to raise my ceiling.
  21. What's the real one? Like single digits mN/kw at best right? I guess we can get to your numbers if we assume that it's really generating force and that once we figure out how we can figure out how to change it to get more.
  22. Manned Duna was the first time I felt like I was overseeing something really grand. That was the first truly large rocket I launched and the first time my margin for error was that low. I was taking notes and making careful adjustments the whole time. I wouldn't need to if I did it right now though. That first time was the best. THAT SAID, when I was where you are the next thing I did was get big eccentric polar relays around Eve, Gilly, Duna, and Ike to get good coverage everywhere. Seeing all those nice green lines felt like a real accomplishment.
  23. The answer is obviously a Doyleist one. Squad wanted it to "feel" right to the player. Every corner that ksp cuts is cut in the name of making the player experience feel generally authentic while still tapping into the same real world rocket science with similar math. It's actually really impressive when you think about it that so much real world content slots right into ksp with only a bit of scaling and it all "feels" right despite how wildly different the system is. The Watsonian answer? Obviously there are artificial black holes at the center of every planet.
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