-
Posts
164 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by antiquark
-
Name KSP's currency (or at least suggest it)!
antiquark replied to SkyHook's topic in KSP1 Discussion
My vote goes for "Kwatloos". -
See picture:
-
Actually the imbalance problem is easy to "solve"... just use two symmetrical tanks, on the top and bottom of the shuttle. That being said, I've never got a really good shuttle working, for a variety of different reasons, in no particular order: - If you want your shuttle to have any decent cargo capacity (say one X200-32 fuel tank), you need huge engines and huge tanks. In fact, maybe "immense" would be a better word. Because you also need all that extra stuff like landing gear, cockpits, OMS engines, which adds weight. - On a related note, the stock tanks and solids are puny for a full-blown shuttle. You end up trying to piece together six orange tanks, and twelve solids, with like 200 struts to keep the thing from wobbling into oblivion on takeoff. - Cargo is still a work in progress in KSP. You can mount cargo axially if you only want to get into orbit, but if you want to bring something from orbit back to the ground, you need a docking port at the top of your cargo bay, so the cargo hangs down from it. Otherwise, your cargo will be flopping around below the vehicle (through the fuselage) and smash into the runway when you try to land. - There is no wind-tunnel at KSC! Due to the various characteristics of the shuttle, aerodynamics are a pain to get right. But you can't really go through test runs, you have to get the vehicle on the runway, get it into the air (either with some jet powered contraption, or hacking gravity) then try to land the thing. It takes a lot of time and crashes a lot of vehicles! - Maybe I'm imagining things, but the default aerodynamics with KSP aren't kind to huge heavy vehicles. You can't really build up enough speed on your initial glideslope to have a good "flare" at the end to land softly on the runway. Sort of rules out stock shuttles, you have to use Ferram Aerospace for usable shuttles. So in short, people don't build shuttles, because it ain't easy!
-
Same here (actually more like 50 km). Yeah I think the game mechanics need tweaking, if driving is more boring, yet more treacherous, than flying rockets.
-
Just one extra part.
antiquark replied to Clockwork_werewolf's topic in KSP1 Suggestions & Development Discussion
Like many others have already said, robot hinge elements. -
Rumor has it they're going to make .24 all voxel based and rename it KerbCraft.
-
MechJeb! Lets you avoid all the tedious waiting, while warping and burning.
-
Which mod is that?
-
No the ads are IN THE GAME ITSELF!!! I guess they gotta make money...
-
Worst part of this release is that popup ads appear in the game every 5 minutes, for Russian dating sites. Other than that, the game is good!
-
The server room right about now...
-
I downloaded it. It's the most amazing thing, you won't believe the amazing features it has!
-
Is squad releasing a version today? What's everyone talking about?
-
When loading a subassembly, the struts and fuel lines are lost unless the thing was made as a standalone ship. Haven't seen that, but I usually build my subassemblys as distinct ships anyways. Lately, KSP has not been detecting vessels on the runway or the launchpad and it will just place your new vessel on top of the old one, exploding it. I think that might be intentional, so you can put two things beside each other on the runway. You just have to make sure the previous one is moved a bit. Sometimes after docking, the attitude of some parts of the ship will be locked. Any attempt to go on rails or reload the ship causes it to explode. Yeah I've seen that, when docking a rover to a carrier plane. The rover twists into a fixated orientation, and wont move out of that attitude under any circumstance. Sometimes in the vab you can't grab parts without grabbing the whole ship, and then you cant let go. if you had not saved, you design is lost. Haven't seen that recently. In previous versions, it was a problem if you grabbed the primary part without the secondary parts attached. Randomly ship that were in stable orbits are disappearing. How long were they orbiting? Two possibilities: the orbit entered the atmosphere, or over time, the orbit intersected with a moon.
-
I lie background music in Astronaut Complex:-)
antiquark replied to Pawelk198604's topic in KSP1 Discussion
I like all the tunes, except that jazz xylophone number! I wish I could turn down the volume on only that tune! -
Sorry, totally not excited!
-
Tips and tricks you found out yourself
antiquark replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
Things I've figured out... - Try to get all the science sensors as soon as possible, even before bigger rocket engines, etc. It will expedite your progress through the technology tree. - Always (ALWAYS) put two small square solar cells on your craft, facing opposite directions. They serve as an emergency supply if you forget to unfurl your main solar panels. - Generally reduce the part count on your craft, to reduce lag. - Override the "Brake" action to only apply to the rear landing gear on an aircraft. This will prevent it from flipping over when coming to a stop. - MechJeb is your friend!