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Ziff

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Posts posted by Ziff

  1. Correct ;) I tested that some days ago. A direct western (180°) inclination launch takes exactly 176 more deltaV then an eastern (0°) launch. Changing inclination in orbit is depending on what your Ap and Pe are.

    With Ap being very highand Pe being as low as possible is the lowest delta-V to change inclination in orbit. Takes around 700 deltaV from an apoapsis at geosync. (2878km), but it's getting incredible high when you're in LKO orbit.

    Your probes should easily have enough dV to cover that switch if you make a mistake. You don't need much to complete those missions. Most of my probes had like 4.5k dV , even with a materials bay and goo on board.

    The game gives no information by which an inexperienced player can determine that a contract on offer is not feasible.

    With the exception of the silly contracts that say test x part at this altitude/speed restrictions, the only information you need is the advance and payout. Then you go into the VAB and design a craft for the mission parameters and check to see the cost of the mission vs the advance/payout - BEFORE you accept the contract. It's easy enough from there to decide if it's a contract you can fulfill right now, one that should be accepted and delayed until better parts come along, or outright rejected.

    It's just that there aren't any tutorials yet to explain that designing and checking the cost of craft before you launch a mission is a good idea.

  2. I don't see why Squad can't just program a set of real progression missions that mimic the real world space race. And then have the random contracts in addition to that for fluff. Sort like an RPG, how you have a main story quest and sidequests for extra loot. The actual progression contracts could be hand-crafted to be balanced, meaningful, and fun, and the random contracts you get would depend on what phase of progression you are on.

    Now that the game is in Beta, they will, just be patient. Alpha was all about getting core game mechanics in place. (With the exception of deep space refueling which will come later.) Beta is all about refining the game mechanics. The addition of fine print was a big help in that it added a number of needed contracts. As the tech tree gets refined so will the contracts to go along with it.

  3. Two things.

    1: I never ran the VSR_Prune.bat file but when I loaded KSP , hoping to directly compare your model textures to the stock ones , the stock ones were no longer present and only the revamped ones were available. I'm running Active Texture Management if that makes a difference.

    2: After that happened, I ran VSR_Prune.bat and noticed it renamed the stock textures. So is there another .bat file to rename them back or do I have to manually rename/reinstall them?

    Other than that, I love what I'm seeing so far! Great work!

  4. The one thing I did notice is that when I merged the folder, it magically made two copies of the KW Rocketry folder. (see snapshots below)

    Pull the KW Rocketry, MagicSmokeIndustries, and Tweakscale folders out of there and into \Kerbal Space Program\Gamedata

    You have the folders imbeded inside other folders.

    If you open a mod file and you see a Gamedata folder, then extract the contents to C:\...\KerbalSpaceProgram\

    If you open a mod file and DONT see a Gamedata folder, then extract it to C:\...\Kerbal Space Program\GameData\

    You are just putting the files in the wrong folders, that's all.

  5. 1. You should never have to click on anything to perform an experiment. Science points should automatically accrue whenever you take a science capable module through a zone. If I am launching a craft I don't want to be dealing with crew report nonsense. I just want the points.

    Yeah, you're right. I shouldn't have to hit the throttle either, I should just be in orbit when I hit spacebar. Seriously that's what you sound like. If you don't want to do science then go play Sandbox mode, that is why it is there. If you want to play Career mode, I'm sorry, but you are probably going to have to click and interact with a few things.

    2. There should be no contracts on the ground of Kerbin. If I wanted a flight simulator I would buy one. I want missions in space not on the ground.

    There is no requirement to take any ground mission. In fact, the only 'ground' missions I did was the test x part on the launchpad mission. Everything else I did in space and I'm on Duna now sooo..

    3. A lot of altitude requirements of "test this part" contracts should be dropped. If you want me to test a part, then let me test it by actually using it, not by building a special purpose launch vehicle and then having to press the button at just the right moment. Changing "test this part" to "use this part in a vehicle that reaches orbit" would be a lot nicer.

    I don't mind the altitude requirements, it's the combination altitude with speed parameters that make them very difficult and usually not worth the time. Overall though, this is a good idea , and a ton of people have suggested it which makes it seem like a very common thought, which means it might very beneficial to be implemented this way.

    4. Blow open the science tree into a forest. Have individual nodes for "Solar Panels 1/2/3" and "Jet Engines 1/2/3." If I don't want to build planes, then let me skip planes. If I don't want to build rockets, let me skip rockets. Let me focus on what I think is important to accomplishing my missions.

    The tech tree is also another area of common complaint but probably hasn't a priority because for the moment it is working. Obviously it would make more sense to sort the tech tree out once all the parts that Squad intends to add are in. It doesn't really make sense to change the tree, add new parts, and possibly have to change the tree again.

  6. I am sorry if I sounded rude, no my intentrion. The thing is it never took this long and I dont change my mods around. Plus its always stuck on one texture, if I delete the texture it takes 10 minutes but the mod breaks so thats a no go. I am gonna try aggressive now.

    Open up your KSP_Data folder and read the output_log , scroll to the end and see why it's stuck. It will usually tell you what the problem is. I had the same problem with the Near Future Propulsions mod, it would basically hang on one part. It was missing the KSPAPI Dll for some reason. I reinstalled the mod, restarted KSP, and ATM did it's thing no problem.

  7. This is sort of true, but what is "bonus" to one, is "total possible" to another.

    It's not sort of true. It's entirely true. Read what I was commenting on instead of just commenting on my comment. The other poster claimed that the necessity of having a pilot over a scientist is "limiting science options in the early game and even part of the midgame" My response to that is 100% entirely true. A bonus is a bonus. Having a scientist nets you a little extra science in the cases where you can bring one along. You do not need one at all to get science. Not having a scientist doesn't make it so you can't take samples or move science data to the command pod. (Actually, I don't think it's working right anyway, I haven't seen a bonus anywhere.)

    It's true what burns without SAS are fine as long as your thrust and com are aligned. But there can be difficulty getting some ships to stop.

    Sure, and that's what a Pilot is for. If you have terribly designed off center ships that you can't fly yourself, bring a Pilot. If you want extra science, take the time to design a good craft and fly it manually, or slap a probe core that has SAS on it, or stick two command pods on it so you can bring a Scientist and a Pilot, or use a Landing Can with 2 Kerbals, or wait till you get the 3 man command pod. If you want one kerbal that can do everything, go play in Sandbox mode. There are plenty of options here and different ways to do things, but the current system is not limiting in any of the ways it was claimed to be in the comment I was responding to.

  8. Sure, you can unlock nodes. If that's your definition of working well, then, yes, it does that. If your definition is adding to the game experience, I'd suggest it does the opposite of working well.

    It does add to the game experience, just not in the way you want it to. It does force players to play a certain way, starting small and getting bigger. There is definitely room for major improvement in the tree, but that doesn't make it a priority. I would rather see drag physics modeled better than they are before they fix the tech tree, because at the moment the tech tree works bug drag physics are just silly.

  9. KSP needs to be about player choice, even in career mode. All we can do is keep harping about the tech tree and hope someone listens.

    Alternate Tree Configurator worked pretty well in 0.25. I hate to rely on a mod for something that should be done in stock, but if worse comes to worse...

    Shuffling parts in the tech tree around is pretty easy compared to implementing all the stuff they've wanted to do lately. Don't worry it will be balanced eventually , it's probably not a priority because it works well for the moment.

  10. An arbitrary class system with arbitrary rules--so you're telling me an engineer can't press the big blue button that says "SAS"?

    There is no big blue button that says SAS unless you have a probe core with stability assist on it. When you hit "T" for Stability Assist, what's really happening is Jeb is grabbing the controls and saying, "I have control." Bob and Bill are cowering in the corner. I mean really, look at their pictures. That's what they're doing.

    An absolute necessity for pilots, limiting science options in the early game and even part of the midgame

    Clearly you haven't even played career. There is no science limit placed by not having a Scientist with you. Jeb or Bill can still get out and get the science experiments done and take samples. A scientist will only add a bonus onto what science you've recovered. Also, you don't have to have a pilot. I did a 3.5 minute manual burn holding course with the keyboard in fine controls mode. It's easy, it just take's some practice.

    No way to reassign the randomly-selected classes, meaning you might not have the classes you need to fulfill your mission

    There is a crew tab at the top when you are a building a ship in which you can select whatever crew members you want to fly the mission. It's been there since 0.21, July of 2013. You can choose who you hire in the Astronaut Complex.

  11. There is definitely still a need for this mod, and/or improvement on the stock catalog. First , the sort by manufacturers tab is useless because it doesn't include mods (which it should). I have no idea what manufactuers make the stock Lv909 or the blah blah whatever. Now if those tabs were set to each Mod maker, that would be a different story.

    The sort by resources tab is just an absolute freaking nightmare when you've installed more than a couple of mods. I've got a hundred resource tabs with 1 or 2 parts in each. And a bunch that are just empty. UUUUUggghgghghg.

    Not to mention the only way to sort custom tabs is to delete and remake them.

    So yeah.. Parts Catalog integration would be awesome if it's even possible.

  12. hmm, well it has never done that before...the most ever was like about 20%, but 100 is plain crazy...the temperature soars through the roof, also the game then crashes anyway, so i cant see how this is working, if it crashes at start up... and yes did retry several times, but at the chance of blowing a £400 cpu, think i've finished trying any more...anyone got any actual help please rather than throwing "read the first post".

    thanx...sam

    If your CPU is overheating then that's a problem with your airflow you might want to look at. Anyway, Is it getting any farther each time it crashes? It should be. Basically it's compressing a certain number of textures before it crashes. On the next startup it doesn't need to compress those because they're already saved, so it loads those, then starts compressing what it didn't finish the first time. Eventually it should be able to finish compressing everything and you should be good to go.

    Unless the game is crashing because your CPU is overheating because you've got poor cooling or dirty fans or a dusty intake or something.

  13. okay thanks, your response made my download and try it out. It works! :D Do you know what can I do with the waste water/CO2 ? I read it doesn't affect Kerbals ,but there was someway to recycle it. Im not sure how I can recycle this stuff. Is this a hands-off kind of thing?

    There is a CO2 scrubber in the parts that converts CO2 back into oxygen. It's called a Carbon Extractor. There is also a Water Purifier in the parts as well that returns fresh water.

  14. great thank you for your fast reply. Also i think it would be awesome if they gave the engineer the ability to tell it. right now there isn't much use for him :\

    The engineer can repack chutes, fix broken wheels, and landing gear. It doesn't seem like much use until you realize you forgot an engineer and can't repack your chutes. ;)

  15. Sure Jeb is a scientist and not a pilot?

    He knows Jeb is a pilot. Bob is his scientist. Jeb was a control and got 18 science. Bob should have gotten 20 or 21, depending on rounding, but Bob got as much as Jeb in his test. He would like to know why.

    Try it in orbit. see if that helps ??

    Orbit has nothing to do with what he is testing. It shouldn't matter if his science is from Kerbin, the Mun, or Duna. Science experiments returned by a scientist should get a bonus no matter where the experiment was performed. He isn't seeing that.

  16. What I hear you saying is play my way. The entire point of KSP, especially in Normal mode, is I shouldn't have to.

    The entire point of Sandbox mode is play your way. Early Career mode has some severe restrictions. If you want to go to the moon in under 30 parts then you need to be very creative. Try a free return trajectory and see if you can get some science data from flying over the moon first. ;)

    Nowhere did I say play my way. I did not even begin to infer that. You said the moon contract didn't cover the cost of upgrading the VAB. Why should it? Perhaps Squad wants people to learn basic game mechanics before going to the moon, that's their decision not mine. Honestly I believe it should take multiple contracts to upgrade buildings. I only merely pointed out how I accomplished it the early career mode with science and cash to spare.

  17. I'm now playing easy with the funds slider maxed at 500k. This is about right for how I enjoy playing the game. The point is that while it's nice that the people who thought hard mode was to easy are now happy, the people who played on normal are finding the game too hard and grindy.

    I haven't found it hard or grindy at all. It only took me 6 hours to get all the buildings to lvl 2, accumulate and spend 2600 science, and have a reserve of $500k. I haven't even gone to the moon yet.

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