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Everything posted by Corona688
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When the target's an ellipse, I'm a small circle inside it. When the target's a circle, I'm an even smaller circle. Starting from there, I plan a burn to intercept the orbit of the target, if not the target itself, then right-click the node to hide it, then click the little plus on it to move it an orbit into the future until the markers approach each other, and fine-tune from there. And some intercepts are just difficult no matter what.
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It's not that big a deal. Just let it drop.
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Mars has a thinner atmosphere, which requires faster motors, which require bigger batteries. That adds mass, requiring even FASTER motors and BIGGER batteries. Rinse, repeat until you break even. Does this cycle of diminishing returns sound familiar to a KSP player?
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I've discovered that parachutes open **MUCH** later on heavier craft. With two drogues and two radials on one airplane tube, drogues open well upwards of 600m/s quite high in the atmosphere. With three chutes and two drogues on two airplane tubes plus a one-man cockpit, I'm screaming "oooooopeeeeeeen" at it everywhere from 10km on down until it snaps open somewhere 300-400m/s if I'm lucky, or lithobrakes when I'm not. So I bet it's doing the full-out calculation of how much force will be exerted on that chute given that velocity, pressure, and payload.
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I have a fairly cheap mac and KSP works. "mac" is not the same as "ipad" of course. It needs to be a computer, not a locked-down toy.
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What is your most facepalm-worthy moment regarding KSP?
Corona688 replied to MaverickSawyer's topic in KSP1 Discussion
My low-tech relay net was performing horribly and I had no idea why. I forgot you had to deploy the little RG-1 swing antennas. -
ANOTHER how to load KSP faster (1.4.3)
Corona688 replied to Dimas152's topic in KSP1 Gameplay Questions and Tutorials
Which is why so many people never think to check it, but the settings still exist somewhere, and are honored by surprisingly many external programs. KSP is one of them. -
SSTO booster re-entry HELP newbie here
Corona688 replied to EmilOCD's topic in KSP1 Gameplay Questions and Tutorials
I shall gaze deeeeeeeep into my crystal ball. Let me see Omens... Portents... Ah. If a man knocks on the door Thursday at 3 pm, don't answer. Sorry, without a picture of what I'm working with, that's the best I can do. -
Design cause uncontrollable spin at reentry
Corona688 replied to Ream's topic in KSP1 Gameplay Questions and Tutorials
Uncontrollable spinning can be caused by radial flex. Try strutting it up. -
ANOTHER how to load KSP faster (1.4.3)
Corona688 replied to Dimas152's topic in KSP1 Gameplay Questions and Tutorials
...or it might be trying to access the internet through the proxy you've configured in Internet Explorer and timing out after many minutes of waiting. Several times in succession. Go into internet options and make sure proxy isn't enabled there. -
totm dec 2019 What crimes against Kerbin have you committed?
Corona688 replied to crasher925's topic in KSP1 Discussion
If economic crimes count... I've taken contracts with no intention of fulfilling them, because I needed the parts. -
totm dec 2019 What crimes against Kerbin have you committed?
Corona688 replied to crasher925's topic in KSP1 Discussion
Nothing on purpose, though occasionally accident or negligence. Apparently you can bullseye the VAB with an entire, still-burning BACC without damaging it. -
No reason you can't launch straight into a polar orbit. The space shuttle was specced for polar orbit and can't have carried enough fuel for a 90 degree plane change. It takes a bit more fuel since you don't benefit from the earth's rotation, but nowhere near as much as a large plane change.
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Career mode: fixing what's broke
Corona688 replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
Not saying they were only hired for mods of course! They didn't just happen to have mods, they had the knack and enthusiasm necessary for the job. Rather the wrong way around. That Squad hires someone indicates they may (not must, to be sure) be interested in said project. And with KSP going to console, they've got a lot more reason to do so than before, they can't rely on mods to improve the player experience any more. It would also be a waste of resources to have access to stuff and not use it. They can't grab the KerbalEdu stuff since that already has a price tag, but something from the library of a coder they've already hired? (And who knows whatever private agreement.) -
Strange text replacing "mun" on the forum
Corona688 replied to Jollyranger's topic in Kerbal Network
Unicode is a character set, not a feature. Sometimes it gets mistranslated when data's copied around, and a few places filter out the most strange characters on purpose. Otherwise it ought to "Just Work" inside a browser. -
What's the story behind the 'roleplay' guideline?
Corona688 replied to Evanitis's topic in Kerbal Network
If you don't want a topic bumped or closed, maybe don't bump a topic by making inflammatory remarks about the moderators. That both bumps it and makes it more likely to be closed. Sorry about your tablet. I feel bad for people who're forced to use these tinkertoy machines in lieu of a real computer. You might need patience. -
Career mode: fixing what's broke
Corona688 replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
If Roverdude's an employee already, stock life support is probably just a matter of time :) -
Pics of what? And are you talking about the learning curve of game mechanics or orbital mechanics? You can follow the progression by researching the game's own evolution. Even without map view, orbit planner, or any clue how, people tried to reach orbit. Some had to discover this meant going sideways, not just up. The navball and velocity indicators were the only tools we had, and everyone who wanted to orbit quickly learned what prograde, retrograde, apostasis and peristasis were (we could not see apostasis/peristasis in-game, but could measure them by watching the altitude indicator). Following that was a long drought while we waited for the mun to be implemented. We wanted a mun so badly that someone modded in a huge chunk of concrete and people competed to see who'd be the first one to put this "moon" in orbit. The modder never expected anyone to succeed, but of course, someone did... Once the real mun was added, this forum quickly established rules-of-thumb for getting on a vector to the moon, and players faced their next big challenge: Landing. Just stopping dead in orbit would work on Kerbin but is wasteful somewhere parachutes don't work. And the the difference between orbital and surface velocity was suddenly important. Didn't have to worry about orbital rotation until then! And after landing, my primitive craft couldn't leave! It didn't have enough delta-V. How much fuel is how much delta-V and how much is needed to get to the mun, then back? You could just keep building bigger, and lots of us did, but the smarter ones built small, ran the numbers, and made the round trip with craft of surprisingly small size. Then docking was added to the game, and more navball features for intercepts. This was similar to surface mode, and switched to the same way, except the target was moving. This was about when the orbit planner was added if I recall. So that's the progression I learned, anyway.
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You know, I doubt I'd dislike the orbit music if it ever stopped while in orbit. It is a good clue to a transition, and I actually liked it at first. But the more time I spent in space the more it started to wear. And the elevator music in the VAB can just leave for good as far as I'm concerned. What if the music only played after an orbital translation or COI change, and didn't loop? That sounds really nice actually. A short musical sting of some sort, differing depending on location. I wonder how much the music can be config-modded.
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Point conceded, gentlemen.
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Career mode: fixing what's broke
Corona688 replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
I agree entirely, just don't think it's liable to happen. They recently duplicated a mod feature by accident (improved ship naming), implemented in a way almost identical to the mod. I don't think they'd have done that if they knew. Theoretically the new EULA has them covered anyway - that's what I really think it's about, not spying - but nobody really wants to test that. When they became aware of the duplication, they immediately apologized and got permission. Historically when Squad hires developers their mods have been incorporated in-game, such as Nova's and Skunky's. This is a friendlier approach than some - write a suggestion letter to Hasbro and they'll destroy it unread and make sure you know, so you can't ever sue them for accidentally using your idea. But I think this means that getting a mod integrated means getting the modder hired. Best hope our favorite modders are ready, willing, and have complete ownership of their own projects. Stock KAC is the dream! I agree there's tons of reasons to include it. I stopped doing trial-and-error a while ago myself. But from a business standpoint it's pretty sticky to do so. Can I just install the LS part or do I need the entire thing? What will happen to an existing save? -
Career mode: fixing what's broke
Corona688 replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
Control-from-here in action group. Took several remindings but it got picked up. "change everything" is not a useful suggestion unless it was already on their menu. I doubt they'll ever take an entire, whole, far-reaching suggestion, not unless the person that made it becomes one of their devs. I think there's real limits in what they're able to implement now that the old team is gone, also. So if these big discussions boil down to simple things which can be implemented, that's their use I think. If they just circle around "more of X", "multiplayer Darn it", "change everything" etc they're not useful. -
Career mode: fixing what's broke
Corona688 replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
Lots of good ideas here. I agree that working with the system is the best way to get changes that actually happen. Your suggestion for "milestones" I agree with completely - right now the game rewards you for random exploration but many playstyles aren't that random. A few criticisms. One reason the contracts are so sparse right now is the game tries not to give you contracts too far above your reach. I remember the first game with contracts - after I landed on the moon it suddenly wanted Duna and only Duna, no matter my budget and tech limitations, and I'd lose reputation for not doing so. Might integrating the milestones this way just be the same thing again? Landscape and structure development seems to be extremely difficult after the departure of the core team. I wouldn't hope for much there. We already get biome info with KerbNet, it just never occurs to anyone to use it. Those "take readings at points X, Y, Z" contracts are pointless right now -- how about "find 3 biomes near X"? Suddenly contracts help you earn science and kerbnet becomes essential. Maneuver nodes could use a little love, but a simple "make the current vector bigger" control would solve 90% of their fiddliness. It could be shift-scrollwheel. Without the shift, scrollwheel should do NOTHING to maneuver nodes, that conflicts with map view and ruins my intercepts all the time! Delta-V read outs are Not. Going. To. Happen. Squad backed themselves into a corner - they won't ever give away for free what they used to sell (kerbaledu). Plus, any features implemented in mods probably won't happen for the opposite reason - hard to sell anything you can get for free. You can? I do. It costs, but should. The deadlines in contracts right now are obvious placeholders. Years, to rescue someone in orbit? Putting anything better in there would go a long way to implementing this without even that new feature. I've always liked the simplification "kerbals eat and breathe RCS fuel". That requires no new parts or new kinds of resources, making it simple enough to actually toggle. It's also present in EVA and most existing ships already, making it possible to toggle without killing everyone. It's also mineable.