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Everything posted by Deadweasel
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Yes, exactly, and this is why SQUAD will most likely not fall into the trap, because they aren't mainly about making their living from games alone. The X series is a blatant example of a game company beginning to fade into irrelevance, and turning to (badly out-of-touch) marketing consultants to tell them how to drum up interest and milk the fans for that quick surge of funding. Know where else this happened? When a game company gets too big for its britches, it becomes more corporation focused on profit, than game company that is in touch with its fanbase and knows its success comes from appealing to their dreams, not distracting them with marketing and silencing them with NDAs. Case-in-point example of a company doing this right, time and again:
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LOL fair enough! To your point, though, I doubt very much they will do an about-face with their pricing, or jump into that social network crap. Yes, SQUAD is at-heart a marketing company, but they are not in that kind of networking business. Besides, they already have an extremely successful marketing tool in their hands with KSP, these forums and the countless videos being produced by successful and prominent YouTube channel owners. I agree 100% with your sentiment, all around. However, given the backlash they can readily observe from other companies pulling d**k moves with their fans (I'm looking at YOU, EA), I'm pretty confident they'll consciously keep themselves well away from committing those huge mis-steps.
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LOL I get that too, especially with B9 parts, and most especially while warping. O_o
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KSP won't work on consoles, period. Between the inflexible hardware platform and limited control capabilities (how many commands possible in KSP vs how many buttons on those controllers again?) it's unlikely our beloved game will ever be sullied by console fans more obsessed with "graphics" than actual playability.
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Got some tips on designing rovers?
Deadweasel replied to TehUndeadMerc's topic in KSP1 Gameplay Questions and Tutorials
One thing that can help abate roll-overs: Disable steering on any rearward (beyond the mid-body) wheels. Turning too tight at speed will make it flip every time. Your turning radius will increase of course, but it will help keep the thing from going steamroller on you. -
Eh, I respect the stuff he did while here, but in the end he's too elitist and takes himself far too seriously to warrant any attempt at interaction or support. Back on topic myself, Rareden your work continually demonstrates some pretty epic skills! Even the works-in-progress you post keep inspiring me to have another go at this stuff. I seem to recall somewhere you mentioning that you're self-taught; can you point an aspiring Blender/3Ds newbie to a tutorial resource you might have found particularly eye-opening in the modeling field?
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It's really going to bite if you go back to them and realize the wind kraken took all your solar panels. :'(
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Here are the best performing vehicles of their class in my fleet: ROVERS: (HEAVY)- LGV Dragonfly 10 heavy air/ground transport, support and exploration vehicle (MEDIUM)- Civik Type-K twin seat all-terrain exploration vehicle (shown in pre-deployment configuration) (LIGHT)- Kurb Burner Spyder single seat all-terrain mobile science package UTILITY: DV-101 Sherpa vehicle/equipment delivery dropship and orbital tug MULE heavy orbital delivery and temporary station platform LSX-21 deployable landing and service platform (fuel service currently available for Sherpa hulls only) LONG RANGE/MULTI-PURPOSE: IPEV-103 "Tailwind" interplanetary exploration vehicle (carrying Sherpa and Civik rover) LRCV-101 "Bruin" configurable long range orbital heavy cargo delivery IPEV-105A "Venture" with Journeyman drive sled/crew quarters and deployable Cardinal ground research station modules Transport: HSTAC-103 "Banshee II" high-speed trans-atmospheric courier HSTAC-104 "Starshock" HSTAC-101 "WhiteRaven" (not my design, but heavily modified from this original by Levelord). ACRV-101 "Harbinger" automated crew transport and recovery shuttle (at Sky Harbor dock facility)
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It's not, because when you're in flight and outside Kerbin's SoI, you're now moving in your own solar orbit, and will often have to wait longer to get the window (the period of time when your target is at the right angle, and it's optimal to launch). At least if you wait to launch, you can more easily predict where you need to be when you burn, instead of guessing and hoping that you'll eventually get the intercept you want. In that case, there are also a few different web apps out there that will help you figure those out too! My personal favorite before I discovered the phone app is this, which does the exact same thing, with visuals and everything! http://ksp.olex.biz/ It's almost a facepalm moment when the little lightbulb goes off over your head, and you suddenly realize how planetary transfers work.
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Oh no, it's most certainly not dead! I just can't write, edit and proofread each chapter in mere days is all. The next one's about half done already though.
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Two things are most important when getting to the other planets: The angle of the target planet in its orbit from Kerbin (Duna for example needs to be around +45 degrees ahead of Kerbin at the start) The angle from which you begin your transfer burn in Kerbin orbit (again to Duna, start from about 100km altitude at 90 degrees prograde, and just past the night side terminator) I use Protractor and PreciseNode mods to determine when to launch, when to start transfer burn, and for how long. It's done wonders for my ability to do these transfers, when I never used to leave the Kerbin system all that often previously.
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Possibly referring to Postcards from Laythe, which had a large following before the author was banned?
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Actually, dampening only starts when the controls are let go, and SAS won't return to the point at which the manual control was initiated, it only cancels the rotation and tries to return to the point at which the controls were let go. It will no longer try to return to the point at which control started.
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An observation of the effects of flights in progress
Deadweasel replied to RTS321's topic in KSP1 Discussion
Except their positions need to be updated with the rotation and orbit of the planet that they're on. As the landed vessel's relative coordinates change, the game has to keep track of that. -
[TABLE=width: 800] <tbody>[TR] [TD]Today (actually just after midnight), Kurb Burner A1 was remotely piloted out toward Valles Cicatrix to begin testing on their handling capabilities on Duna. Initially the throttle was mashed down, and the rover run flat-out, which resulted in lots of fun air time! The trip is a long one, over 40km away from the research station. After it had crested the first rise beyond the station, the rover was presented with a long and treacherous-looking downhill slope, which deterred its remote pilot not at all, resulting in a new land speed record for the Kurb Burner model. 36.3m/s! The pilot was only forced to relent in his doggedly-focused scramble for speed after the rover threatened to tumble badly out of control following a wild jump off of an unseen rise in the terrain. After advancing 20-some kilometers, the vehicle was forced to halt to recharge. The research team were at a loss as to explain why this was necessary when none of the tests back at home had indicated the vehicle was in any way under-powered. Since they were forced to halt anyway, the team took advantage of the opportunity to calibrate the ranging laser and capture a couple of images from the on-board cameras to send home. And then somebody pointed out the pilot was still running with all four wheels powered (mission specs say two-wheel drive only to maintain power efficiency unless terrain requires otherwise). The vehicle was switched to 2WD mode, at which point it was discovered why there had been so much hesitation from mission kontrol over using these vehicles without a driver physically present at the rover's controls. Around 30 minutes later, A1 finally reached the primary ridge bordering Valles Cicatrix, and began the long, arduous climb. Four wheel drive was definitely required here, but the team soon discovered that power was indeed a concern when the pedal had to be constantly floored just to keep gaining ground. The test run was forced to pause in a precarious position to recharge. [/TD] [/TR] </tbody>[/TABLE]
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[TABLE=width: 800] [TR] [TD] Actually.... symmetry really only comes into play during the course of GETTING there. Once you're in orbit, it ceases to be a concern, really. For example, LRCV-101 Bruin delivered FOUR rovers to Duna orbit. They are deployed as-needed from there, as the ship can orbit stably and indefinitely, even if the payload is imbalanced, and as long as it's not going to be burning the main engines. Why more than one rover? Because I'm not going to attempt to drive around the entire planet to get a closer look at land features/anomalies. The dropships can deploy them to points of interest from orbit, then either retrieve them or shuttle them back to the ground station they're assigned to. This is an extreme example, I think, but it makes my point. You only have to worry about load balancing for the outbound journey. Once you're there, develop a means of delivering from orbit, and suddenly you're able to deliver as many probes/rovers as you see fit, instead of one at a time. [/TD] [/TR] [/TABLE]
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An observation of the effects of flights in progress
Deadweasel replied to RTS321's topic in KSP1 Discussion
Even more disappointing that flags are a factor. FLAGS! In the end, I think OP has a dead-on observation, but I also think what we're experiencing at this point is a kind of peak in performance "bugs" resulting from a lot of content and feature additions over the versions, with not much optimization. From what I understand, the next update will be focusing largely on tweaks and fixes that (I'm very hopeful) will address things like this, as well as some of the audio bugs the game has been increasingly offering up with each new version. -
Heh, let the knee-jerk reactions roll. His artwork will skyrocket in value. Next thing you know, it's got a place in some posh New York art gallery, with the presenter going on at-length about the "eccentric life" of the artist, blah blah blah and THIS piece is valued at 1.8 million after his apparent murder/suicide/tapioca-related accident.
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Except OP already stated: "And before you ask yes I had enough electricity to run the pod and enough gas for the engine." The way it was described, it sounds exactly like a glitch from warping over 5x when changing spheres of influence.
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[TABLE=width: 800] <tbody>[TR] [TD]Beat ya to it, RocketPilot! Kurb Burner A1 paused on its outbound trek to Duna's Valles Cicatrix to recharge and re-align itself in relation to the Cardinal Research Station. The remote operator takes the opportunity to examine one of the remaining two sets of solar chargers (the right pair were lost in a minor rollover accident) [/TD] [/TR] </tbody>[/TABLE]
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Ten Commandments for KSP beginners
Deadweasel replied to EasyPlayer's topic in KSP1 Gameplay Questions and Tutorials
Dang! Two pages filled with some excellent responses, and this is still [unanswered]? OP, you're either slacking, or brilliant... Or both! :-D -
An observation of the effects of flights in progress
Deadweasel replied to RTS321's topic in KSP1 Discussion
Which is fair enough, but the way the game is currently behaving, that will get rid of maybe half of the debris items out there. It may not do anything with the debris that was actually classified as a ship/rover/probe on detachment, or debris that never got a classification or name at all, for whatever kraken-provided reason.... -
I've forgotten 'chutes a time or two, WAY back. Now it's more like forgetting other small things. For example: decouplers are often directional. >_< <a href="https://picasaweb.google.com/lh/photo/khMfr--YzvgZGLnUuuuSrR4xQ2jlBhG0L0Q2D0PR3Dc?feat=embedwebsite"><img src="https://lh6.googleusercontent.com/-U-GDD_5-DjM/UoaNNvwF-SI/AAAAAAAAXkE/Q531QkepT6g/s800/screenshot380.jpg" height="450" width="800" /></a>
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An observation of the effects of flights in progress
Deadweasel replied to RTS321's topic in KSP1 Discussion
I've also noticed a bit of buginess in the debris department, too. It seems more often since .22 that the game incorrectly classifies obvious debris as a ship/rover/probe now, after staging. Also multiple parts have been left laying around without any designation at ALL, removing them from my ability to just terminate their "flights". And yet, if I cycle through the various vessels in an area, there they are, accepting the camera's focus as viable ships/debris. Even weirder, removing another piece of debris in the area that is at least classified as something in the tracking station view will also silently remove those other "ghost" components. Big head scratcher for sure, but I've noticed the flight count vs frame rate thing for quite a long time now, and figured it was already well enough known to not be concerned over it more than to just terminate any debris.