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karolus10

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Everything posted by karolus10

  1. Well, I found some mails shown in this presentation to be strangely amusing rather than depressing, but just me, lol . Troll/haters minority can shout louder than everybody else . EDIT_1: nice video about trolls anatomy .
  2. Discussing TOS or concepts of early access is inappropriate here, because it's not a topic of this discussion and both TOS and early access are precisely explained on KSP and steam websites, don't knowing the rules aren't excuse. Many enough people ranting and sending hate mail, death treats, etc. just because they don't like something about certain title can not only make Developers "feel bad" but also they can be unemployed very soon after the fact and/or project terminated if management assume that few hundred/thousand hate mails is an sign of something going terribly wrong. Probably many of You guys remember what happened half year ago, when a lot of people in KSP community start raging about expansions/DLC topic after casual Q&A (and the last one) on twitch Dev-stream... after some time SQUAD promised give for free all potential KSP DLC/expansions for everybody who buy KSP before May 1st, 2013. From other hand, this meant (my opinion only) immediate loss of potential profit from (not even planned at so early stage) expansions and it's much less sense now to made ANY expansions/DLC (requiring original KSP to run) at all... Players words can hurt, not only "Dev's" but the community itself.
  3. Disregarding OP going insane (I'm not recommending using this tone ,if you want to be hear out), it has a point - arranging and moving groups in staging stack can be problematic sometimes.
  4. Probably kerbals had larger brains that we are, also their parts never fail . Mission Proposal Humans : Too dangerous, too costly and probably will be canceled before we end doing simulations . Kerbals : It might work... launch next week ?
  5. Harassing is "not cool"... both Devs and other members of the community. This was present in our community(fortunately it's not common behavior here ) few times, when people are getting extremely angry and spit with hatred if something get wrong (in their opinion) with Dev-streams, planned features, delays and bugs... This can be very frustrating and not improve relations with dev's and made life more miserable for everybody. It's especially dangerous for communities around smaller projects and all "early access" products like KSP, because players often had expectations like with complete AAA titles when game isn't even done yet.
  6. It is the main flaw of this design - You can't undock If You use two identical ports (work fine with one port at a time) in this way... They both dock And you will be unable to undock inner port without using action groups :/.
  7. In this case You always get Lithobraking EDIT_1: In KSP You need around 8g of acceleration for Your LES, if You want to escape from spaceship at full acceleration (highest atmosphere drag).
  8. I like revert flight option, It's allowing for testing concepts without impacting the game (it just never happened) .
  9. I found building escape towers unnecessary, especially with actual atmosphere and drag model, after separation pod had much less drag than rocket underneath, making escape easy (not with solids).
  10. Why to choose if You can had advantages of both ? It's good for space tugs . For bolting 2 large spacecrafts together large docking ports are always better.
  11. I love this mod, it made docking fun again for me .
  12. This is a bit delicate topic, because (from obvious reasons) Dev's won't even start to consider releasing any expansion for KSP before having an complete game... it's just too early for speculation like that . It's like asking for movie sequel before first movie will be projected in cinemas... Hypothetically, if in some far and undetermined future KSP II or big expansion would be announced I don't see any other choice than buy it, but it's just me .
  13. It's my turn now: Leave active ship icon in map view, when all ship types disabled on filter bar Orbit markers tool-tips sticking (like AP/PE now) for all types of markers (closest approach, ascending nodes, etc.) Save/ Load game UI (not quicksaves) Remove feature disabling SAS in rotation mode (docking mode), it's obsolete and annoying feature after introduction of new SAS. Translation keys (IJKL) For horizontal movement of camera and parts in VAB/SPH Hot-key moving grabbed part(-s) in center of VAB (space-bar now can reset rotation of the part), reseting camera position if anything grabbed After selecting new root part (deletion of existing pod) keep them grabbed as default - now new root part is often clipped inside existing parts and is necessary to move them away to grab new root part
  14. Money... the best superpower ever discovered .
  15. I won't think that replacing markers with error needles is a good thing, because You can see multiple markers floating on the ball when error needles only show Your deviation (AKA: where you should point your ship) from set target. Best solution would be keeping markers intact and letting player to select target for error needles (Automatic, one of orbital vectors, maneuver node, target attitude for docking ,etc). Selected mode could be represented by icon (showing mode or vector symbol) placed near the NavBall. Error needles would be extremely useful if flight planning would include planing trajectory, so You could design ascent path to get at properly inclined orbit and then player could follow planned attitude by keeping needles in the center.
  16. ISS, is not an good example, it's design was largely based on space station freedom which was designed with wrong assumption that space shuttle fleet will deliver all bits in quick succession and for lower cost. Launching major space station components by heavy expendable rocket (shuttle derived launch vehicles are as old like space shuttle) would be done in only few launches, reducing complexity and cost, also allowing for much larger living space than ISS, especially with trans-hab technology.
  17. Lazor docking camera is kind of glitchy now and aliment indicator mod is IMHO most intuitive docking tool ever made for KSP. With these indicator and (a bit of skill) NavBall, You can dock manually smoother than any auto-pilot can do .
  18. Main problem with space exploration and science is very large cost and no guarantee for immediate return, often it can't provide no real benefits in Your lifetime.
  19. Wen You are using free return (and similar) trajectory, You end up on clockwise orbit around mun. This mean that You must burn pro-grade on far side of the mun in parallel to mun orbit. Also munar orbit insertion is done on far side of the mun. This stuff is quite easy to do but need a lot of play with maneuver nodes (not really good, when it comes to fine adjustments and "sliding" nodes on orbit ).
  20. After 2 years, I really don't want to know...
  21. This would not hurt . You can use this mod too: It takes away a log of guesswork without loosing a challenge . Spaceport link
  22. Free return transit time is pretty low, ~5 hours. 890m/s ÃŽâ€V isn't much more than with regular transfer.
  23. This argument has no sense, because after 50 years from now there still will be issues (old or new), wars, hunger and poverty... this cannot be fixed entirely. Space race was only an political card and it was cut down after it lost it's political importance, also development of rockets changed, military don't needed larger rockets and complex ICBMs using kerosene/lox, has been replaced with hyperbolic and SRB's due to costs and shorter deployment time. Also US was dealing with Vietnam war at this time and building it's nuclear arsenal against Russians. Military and (especially) armed conflicts are one of largest money drains for most of nations. For example, recent Iraq war cost US ~ 760+ Billion dollars. entire Apollo program cost around 135 billion dollars (25 billion in 70's dollars). In 2011 world expenses on military was around 1.7 trillion US dollars. Nasa has been crippled by fund cuts and space shuttle "lite" witch became purpose on it's own for decades to come.
  24. I think that second linear RCS, would seal the deal, Also I Would like to see ability for assigning thrusters to specific axis, for example two pairs of strong thrusters could be used for roll control in lower stage, when engines gimbals will take care of Pitch an Yaw.
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