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XLjedi

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Posts posted by XLjedi

  1. I don't see the rotation problem in coaxial designs...  So those are all I tend to focus on.  And unlike many, I seem to have no problem with reaction wheels for yaw control if the flight control is more stable.  I tend to be more interested in viable mission craft that do what I want, rather than worrying over RL concepts that can't really be executed with what we have (due to both mechanical and atmospheric inconsistencies with the real world.)

     

  2. I believe I know that game... it's called Stormworks.

    As soon as they add orbital mechanics KSP is doomed!

    Control panels in that game are sick...  people build full digital navigation systems on "display bricks" with LUA.  There's a playable Atari Asteroids video game machine you can put in your boat if you want.

  3. 53 minutes ago, MechBFP said:

    It also takes 4 to 5 times longer to get to orbit. I assume you can understand the problem with that when playing KSP?

    Multiplying whatever accel time x4 or x5?   Moot point though.  I don't recall exactly what we were talking about here a couple weeks ago, but IIRC my argument was something along the lines of extensive accel time breaking gameplay continuity.

    This was all prior to the Future Tech engines reveal.  They seem to have addressed the time compression issue with near FTL drives and top speed merely a function of distance.  Although if the universe is all in 1/10 scale, then I guess the speeds we'll be seeing are multiples of FTL travel if scaled up by 10x.  If we can get to 0.1c or 0.2c that would be like warp 1 or 2 in 1/10 scale.  I suspect we'll be able to go faster though.  

    I also still wouldn't rule out blinky travel in some other form if not FTL drives.  Like a wormhole discovery or something to span the distance instantly between solar systems.

     

  4. 13 minutes ago, MaxxQ said:

    Dahak?

    ...everyone knows our moon is a giant metallic hollow orb alien spaceship.  C'mon, where you been?

    Could the moon be a giant alien terraforming spacecraft?  Ancient Alien Theorists say, "YES!"   ...so ya know, it's fact now.

     

  5. On ‎2‎/‎20‎/‎2020 at 11:20 AM, papuchalk said:

    actualy, i have been watching Kerbalism videos on youtube last few days, and it highly attracts me. Though it requires completely new career to be started, and i remember how painful are those real beginnings :D

    @Fierce Wolf@papuchalk I have my career "Pro-Stock" challenge posted now... the link is in my signature.  If you've run a number of careers, it may be of interest.  It is deceptively difficult though; requires a lot of redesign, careful planning, and hangar/craft optimization. 

  6. The next update of any significance will likely be the end of March T2 earnings call.  Historically, this is when T2 talks about new releases planned for the current FY.  Seems like Disintegration is way further along than KSP2; I expect the KSP2 release date to trail by at least a quarter, by Christmas if we're lucky.

  7. 4 hours ago, KerikBalm said:

    MCuJKoM.png

    Looks to me like the top right has an opened cover that a heavy duty landing strut extended from, no?

    From that pic...  dunno if that's landing gear though.  Why would it be extended during this stage of the mission?

    Maybe it's something that allows you to launch an aerodynamic rocket and then deploy in space to spread out thrust or something?  It would be cool to have something like this where either gear or landing pads, as well as engines, solar arrays, etc. could be mounted to in order to "fan-out" once in space.

    Edit: I did see another pic and that is definitely a large landing gear.

  8. The other thing that really seems to be coming across to me in these prelim screenshots and gameplay footage: 

    They definitely have a more robust system for coloring the individual parts.  Looks like they may have adopted something similar to how ships in Homeworld can be colored.  Like each part has maybe a Primary, Secondary, Tertiary pattern that can be assigned whatever color you want.  ...and maybe the part variant would allow for different patterns of tri-color? 

    I do like the idea of color-coding my ships for various functions or classes.

  9. Orbital intercepts are the most difficult thing you can do in a spacecraft and a LOT of "How To's" on the topic have a very hard time sticking to a clear explanation of the stock navball and how it should be used. 

    In this video I explain how to intercept a craft in orbit and I also share a few details related to the navball that most videos/tutorials skip over.  ...and I manage to do it all with the purely stock navball.  As a result, I don't really have any need for docking mods.    

     

  10. Alright, so it took me far longer than I care to admit to figure this out.  ...maybe I never figured it out and someone told me how to do it.   :-D  As with all things, once you know the trick, it does seem painfully obvious.  I felt a little dumbstruck when it was shown to me, so I figured it might be worthwhile to post a "How To" for everyone. 

    Given a Kerbin day is 6 hours...  Every 3 hours the KSC is in the perfect launch window to fly your craft directly into a Minmus inclined orbit.  So at any given time, you are no more than a few hours worth of game time acceleration away from a Minmus launch window.  Knowing this, there is no reason for me to ever do a secondary burn to adjust my orbital plane to align to Minmus, which obviously speeds along my Minmus missions and saves me fuel.

    This quick video shows you exactly how to do it!

     

  11. 26 minutes ago, Kerbolitto said:

    @XLjedi Oops sorry, did not see that!
    I have no pro-stock vehicles, one of the thing I like when starting is a new career is to create new crafts .. But at some point I did share some cargo SSTO between my saves. I can show some of them if you want, but I don't use them very much anymore :)

    It's up to you if you'd like to do the challenge progressively and build the hangar as you go.  I have to say though, if you don't use em much anymore, they must not be that "Pro" bro.  Better go fix em up!   ;-D

  12. I would suspect most on this forum would vote:  "never" 

    It's more the players who would never see this thread that would possibly download and use the craft.  So I expect a very skewed result (will check after I post this).

    Most of the craft I download are purely to show the author's that I appreciate their work.  So, I kinda vote for the designs I admire by downloading them and giving a like or +1 or whatever.  Anything I can do to encourage them to continue sharing their work.  I also download holiday/decorative/seasonal stuff:  Angel tree-topper, a pumpkin, some sort of giant statue, etc...  Those are just fun and give me a chuckle.  I once hosted a challenge that actually required you to complete the challenge with at least 3 craft that you did NOT create.  That was interesting I thought; but not many completed it.

    The one time I ever downloaded a craft for anything close to my own use was...  I needed to reverse engineer the combination of parts/equipment needed to perform ISRU ops, before I knew anything about it.  IMO, the craft aesthetics were terrible (LOL) but picking the half-dozen parts I needed out of the heap gave me the insight I needed to equip my craft.  Aside from the nearly identical mission parameters, you'd have no idea the craft had anything in common.

    If I were going to attempt a mission to a specific place, I might look for a craft that fits the mission profile just to see what combination of fuel/weight/engines was needed.  Those can be very difficult to locate though.  Typically, the craft are not documented or arranged in any searchable way by mission criteria.

    Bench-marking maybe on occasion too...  If I fly a craft and like how it handles, I do take a few extra minutes to decipher what exactly makes it fly the way it does. The designers seem to appreciate the feedback when I tell them specifically why I was impressed with their flight model.  Any criticisms, I try to qualify as very minor nits in an otherwise awesome design.  I would not have downloaded it had I not thought it was impressive.  They seem to like that feedback too.

    I have a few designs on KerbalX that I currently don't actually like how they fly.  ...but I'm also pretty sure I already know why.  Someday, someone might give one a spin and suggest something to improve it that I hadn't actually considered.  If I get to update one of those craft, it makes me happy.

    (Edit: yeah, results are pretty much inline with my expectations)

     

    • As others, I use the same action groups on all my craft.  BTW, mine are right and perfect; yours are all just... Very very wrong!  ;-D
    • As others, I can't leave junk in orbit.  I redesigned my rocket launch vehicle because the second stage had enough fuel to make it all the way to orbit.  Had to cut back on fuel so it just fell into the sea.
    • I always disable the cockpit/cabin lights from the "U" key (can't stand that, destroys my pilots night vision!)
    • I make the landing gear lights turn on/off automatically when pressing "G" key  (so that means I turn gear lights ON with initial engine staging at launch)
    • I deploy/retract flaps and so forth with the "G" key as well (I have 2 modes of flight: Clean and Takeoff/Landing, and that's pretty much it)
    • As a result of the last bullet, I have begun staging the initial flight configuration for takeoff/landing too (I love to see the lights come on and flaps moving when I stage the engine ON)
    • I only recover my aircraft and space planes in front of the SPH door/walkway by that little sidewalk nearer to the tower
    • I only use red light in space for cargo bays (again, need to preserve my night vision while traversing the dark side)
    • Must be able to enter/exit the craft without retracting the landing gear as a cheat
    • Memorial:  if a kerbal dies, I name the next unsponsored station or relay after them  (helps me get over the personal guilt and not revert back to a save from 3 missions ago)
    • Sponsors:  I name relays and stations after the contract corporate sponsor.  I take particular pride in the orbital installations that share 2 or 3 sponsor names!

     

    On 2/3/2020 at 8:44 PM, Immashift said:

    After my 70th launch to fuel my fuel stop space station, after being completely convinced that my launcher will get that tank into orbit 100% of the time, I can tell you, it's more fun to simply port the mess into orbit rather than go through another launch, and intercept, and docking.

    I would accept this approach if you documented the net cost and time required to complete the mission and also adjusted your costs via the cheat menu accordingly.  For me, if I can document the average net cost of a given mission (maybe over 3 missions), I can then convert that to a unit cost for fuel delivery.  Then I can just use a cheat to increase a station commodity and decrease my credit balance.  To me, that just adds an element to the game that should already exist.  The ability to create my own specific resupply mission scripts and automate them based on a proven track record.

  13. On 1/26/2020 at 9:32 PM, Kerbal007 said:

    Yep this one I agree with too, it ruins the immersion, next to that would be clipping fuel tanks without draining a lil fuel at lest (I really should practice what I preach haha)

    @Geonovast

    Ah yes, agreed...  but the lack of decent landing gear options does force me  (reluctantly) a times to have to clip some of the retractable gear more than I would otherwise want to. 

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