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Everything posted by Andon
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Yeah, NASA uses RSS, Deadly Re-Entry, and Far. Think they've got RemoteTech working too... Now what we REALLY need is one of the astronauts to stick the 3d printed Jeb/Bill/Bob in one of the capsules that's going up.
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And his launchpad too, I see. Yoink. I'll see if I can work out something satisfactory with them. No promises on time, though. Also, any reason you're not using these parts?
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So you're right with the hex cans. I rarely used them anyway, so I may have just been imagining that. EDIT: While essentially I was complaining about the models, I really don't care WHAT the models look like. A really fancy looking smelter is all well and good, but if it's ungainly and hard to use as the current one then it doesn't help much.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Andon replied to stupid_chris's topic in KSP1 Mod Releases
I was poking around with this thing earlier, and I couldn't get it to copy the size of the chute box to the radial symmetry clone (SPH). The part stats copied fine, I think, but eventually I picked the correct one up and put it down again. Clicking the other part for info left me with a whole bunch of red glaring angry sections of text that didn't have edit boxes, and if I alt-click copied, those did the same thing. Chutes still worked fine though. -
What you're having is MechJeb's autostaging causing issues. If there's no engines or anything, it'll continue staging until there's nothing. You can set the stage limit for MechJeb somewhere in the options so it stops at a certain one.
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I would like to see this as well, and also I'd rather NOT have a popup for EVERY SINGLE CRAFT when you have a ton. Clicking through them is old, especially because you don't have a choice about if it's deleted or not. Depending on the part and the craft, this would have consequences that are way out of league with the difficulty of coding it. What if it's a NovaPunch Fuel tank htat's in the middle of the craft? How would the game differentiate between that and, say, a B9 radial RCS port? Deleting one would have no real issues. Deleting the other would cause the craft to become... not a craft.
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OK, so, my last post was made from my phone while on break at work so I didn't get a chance to REALLY look things over. I'll give some more thoughts: First, as far as scanners go. I don't mind a 2.5m scanner, so long as it is WORTH 2.5m. For Kethane, we have a radial and 1.25m scanner. For EL, we have the radial tiny thing and the monster 2.5m scanner. I think having something inbetween would go well. Additionally, I think the basic scanner should be usable from LKO - Maybe put it up to an 80-85km max range. It's still a lot tighter than the Kethane scanner, but it's a lot easier to use. Second, for the two parts that are the most "problematic" - The Smelter and (In my opinion at least) the rocket parts factory. I think it's less of an issue of size as it is of usability. The smelter is big and ugly and, more importantly, it's a hex. Hexes are hard to work with when you're doing radial things. Four landing legs ends up with two of them "hovering" over the side. This makes them somewhat difficult to build around. I think a "Less is more" approach here is also better - While there's two sizes, I don't think two sizes are entirely needed. If you want more capacity, use two. Even more, use three. It's the standard way things are used in KSP. For the rocket parts factory, it's a bit of the same thing as the smelter. Yes, it looks a hell of a lot better than some of the other parts that EL has, but it's also hard to build around. Another issue I have with EL is the seemingly absurd amount of steps I need to do to make a rocket. I need to mine ore. I need to smelt ore into metal. I neat to assemble metal into rocket parts. THEN I can build the rocket with said rocket parts. While I'm not against those steps, I would like to see more done with that. Do more things with ore, maybe. Do more things with metal. At the moment I'm not sure what, but it's very linear and strikes me as overly complex for what it does. I don't think you'd end up with a lot of people complaining if you made a smelter/factory combination machine that ate Ore and spat out Rocket Parts. The last thing I'd like to touch on is mostly nitpicking. The quantities of items in the new Red/White/Blue cans are all identical, while in the same sized HexCans and green cans, they're not. Is this intended, or was this just a copy-past-rename item mistake? If I'm remembering correctly, the HexCans all stored the same mass of items, but as they're different densities, the amount varied.
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Captain Sam's (etc) -- Weebles Wobble but Your Lander Won't Fall Down
Andon replied to Greys's topic in KSP1 Mod Releases
Go go gadget pogo stick! -
I agree with fun over realism. While realism is fun for some people, it should be an option.
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I'm sure there are ways around that. Line the cargo bay with something, shove the sat in, and then fill the whole thing with expanding foam. Sure, it'd be a hell of a mess to clean up when you got it home, but that's something a vacuum cleaner can take care of.
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Unless you're using aerodynamic things, having or not having FAR isn't really going to make a difference. If anything, I'd say FAR could make it harder.
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You used SRBs as braking engines. I'm impressed.
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I managed to ping 17.3 with one of my designs. 22 on land. Still trying to refine it though.
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Gilly: The place where telekinesis really DOES work. Gilly: The place with less gravity than gravity hacked Kerbin
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Whackjob challenge: Shimmy's Quest!
Andon replied to Whackjob's topic in KSP1 The Spacecraft Exchange
Oh man. This is beyond insane. But it's Whackjob, what else can you expect? -
Saturn V stage recovery... there wasn't any?
Andon replied to Motokid600's topic in Science & Spaceflight
Simply put, the costs of recovery, refurbishing, and reuse were more than making new ones. Maybe not entirely monetarily, but things such as weight and usable tech vs needs to be developed also played a part -
Is this intended to be a "True-Scale" representation or a kerbal-sized one? If it's true-scale, well... Uranus orbits at about 20 AU.
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So, for my longest play times: 446 Hours in Kerbal Space Program. This doesn't count probably about 200 hours I put in when I got it around .14 211 Hours in Dungeons and Dragons Online. I've certainly played a boatload more since it didn't come on steam for about three years after I started playing. 175 Hours in XCOM: Enemy Unknown 128 Hours in Skyrim. Not bothering to count anything else... that's a lot of hours already.
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And the third mission. We achieve orbit, come back down, and barely avert disaster when we end up facing the wrong direction. But the payout is fantastic!
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Anyone know what is going on here!
Andon replied to psyper's topic in KSP1 Gameplay Questions and Tutorials
I think there's a cloaked ship nearby. I'd check the docking alignment and City Lights/Clouds. I've never seen that effect before and I play with KAS/Kethane/MechJeb a lot.