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Everything posted by Znath
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this is past weird, an new kraken?
Znath replied to magnemoe's topic in KSP1 Technical Support (PC, modded installs)
I had one incident where I redesigned my flying scout probe and flew the new one all the way over the see.... yea it's really nice. 3x the range... ANYWAY. When I got close I wondered.. "wait where's my other one..... I should see it on the map. Did I accidentally recover it?" Got closer and saw "Magellan debris" Landed and the only thing left of the probe were 2 landing gear.... Some say if you drive in the area late at night... you can hear in binary... beep beep beep.... "The Kraken is back.... he has landed on Kerbin. He is in our wheels" -
Fun thought experiment: If KSP was a free-to-play game...
Znath replied to Algiark's topic in KSP1 Discussion
Depends which route of freeplay... You could go the cosmetic-only route some do. Premium users get alternate paint schemes and recoloring etc. Or the freemium route eg "pay to unlock things early" Or the "pay to win" route and stuff like nuclear engines, ion thrusters, and planets beyond jool are pay only. -
I've thought about it... a lot... I can't even get my poor land ship over 35 without it being a high chance of exploding wheels off for no reason. See a 10 degree change in terrain.... crap I'm gonna have to reload... I build a new little drone but because wheels are so screwed up, the only way to get it off the ground on a flat runway is to turn to the side to prevent the magnetic wheels from sticking to the ground... this, naturally, results in the drone 180 turning and flipping over... why wouldn't it that's how it works in reality... Wheels are still basically ruined.. To make things worse, continued contact with the ground seems to destabilize the game. I can't tell you how many times the game's crashed on my circumnavigation vehicle. Comparing that to space missions and aircraft it's not even close to as often. If they REALLY wanna cut down the bug list. There's only one bug I even care about. And it may even be a tree of bugs But that tree has one starting point. Wheels. 2 random ctd's after i posted this... how do you revert versions?... /...make that 3 I'm gonna go play some minecraft.... *FLIPS DESK*
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- wheels
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I TRY to reduce as much debris as I can by trying to make larger used sections fall to a planetoid or something. Once in a while there's no good way to push em out of orbit and a few things get stuck out there. All my satellites carry fuel to deorbit, you could potentially have extra drone stages on debris for the sole purpose to send em crashing. It'd raise your cost a lot though as far as weight goes.
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What is the most HORRIBLE way one of your kerbals died
Znath replied to 322997am's topic in KSP1 Discussion
I was testing out a fighter once zooming around the base but conveniently forgot that I had gone to space center mode shortly after launch to look at something and came back. Flew around and then by some miscalculation, smashed into a control tower at mach speed. Pressed esc and no revert option....... ooh... oops. -
Share your Most Colossal Ship/Plane!
Znath replied to KerbalKyle45kk's topic in KSP1 The Spacecraft Exchange
I was seriously down to 1/2-1 fps launching that, it was pre 1.1 -
Share your Most Colossal Ship/Plane!
Znath replied to KerbalKyle45kk's topic in KSP1 The Spacecraft Exchange
http://imgur.com/a/gtqsW Getting my Enerstar rover to the Mun was probably the biggest thing I ever launched. It had a lot of problems getting there, but it eventually did Out of that monstrocity This is what made it to the ground Sure perhaps it could have been done more efficiently. I don't know. -
I had one where I crash tested a rover, the kerbal flew out of the cockpit and onto the top of the building I rammed into.
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Docking. I usually just don't. But I decided, like a FOOL, to catch an asteroid. Got my orbit lined up for intercept... was running low on fuel, had to send a similar craft loaded with fuel to refuel it, took forever. Then I had to intercept the asteroid too. To make things worse, I didn't have enough fuel to normalize the orbit.... so I've got to send ANOTHER fueler to the tug attached to the asteroid...
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I make up names. Enerstar for my land trains, why, because it uses a variety of energy sources, ore, jet power, electric rover wheels, nuclear generators, fuel cells. It's also reminiscent of those kinds of old transport company names. From there, the names are just generated in the style of tanks eg. Enerstar E6 (edition 6) there's also a "enerstar E6 II" because it's not a full redesign just mildly upgraded for 1.1.1.1 The pet scout probe "Magellan" because it scouts out a path for the Enerstar. Rock Rescue - a drone sent out to catch an asteroid. Falcon - is my series of supersonic compact fighter jets. Falcon LR DUA = Falcon long range, dual bomb, up armored Kerbomber was a series of large transports for bringing fuel to Enerstar but I quickly went to ICBMs for that instead. So i just kind of take "what the thing does" and base the name on that. Some of the names are more systematic than others, just depends how many variations I do.
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Is it true that most KSP players never go interplanetary?
Znath replied to KerikBalm's topic in KSP1 Discussion
I've never done strict calculation on my ships. I did campaign mode once, finished the tech tree, got bored of being restricted. Went back to sandbox because missions got too routine. Now that I've gone back to sandbox I've been making fighter jets, my land trains, and recently refueled a meteor catcher. My biggest accomplishment so far was getting the Enerstar onto Mun. It took a lot of work and was really complicated. In the end it landed on Mun with a weight of around 55 tons. they're currently about 10% around the moon thus far.. I do a ton of stuff on Kerbin though. Aircraft are fun, there's no wait. Just set it up and fly it. That's one reason I'm pretty annoyed about the wheel situation because it makes it really difficult to make decent aircraft. -
I have 3 in one of my circumnavigators on Mun, but they can return when they reach the starting point.
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You can see some improvement in reliability re-adding them I've noticed as well. Like my pre-1.1 craft out in the world is fairly brittle now and breaks at fairly low speeds. But if I take another that's produced today, it seems to hold up slightly better. Far from perfect, but better. On impact I've even noticed some landing gear being dislodged and moved to another location and yet still functional. It's pretty darn buggy, but over time they'll figure it out I guess. I'll just leave the "send annonymous data" thing on and crash over and over and over and over and over.
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I played a bit of orbiter, but it was pretty restricted. The only way to do anything interesting was to basically cheat. And if you're gonna cheat a little, might as well cheat a lot. I can't really remember where I heard about it though. I downloaded the demo and tried it for a bit. Managed to land on the moon in the demo, which was really really hard. No stabilization or landing gear so I saw some trick using decouplers to make landing gear out of tail fins. The craft was so barely able to land that to make it back, you had to jettison the fins to make it back with the 1 fuel can and the tiny lander. Then I saw the other parts on the main game and since it was still early beta it was super cheap...
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I had a campaign mode that got corrupted and thus lost interest. But one trick saved my program. I had launched an overly complex mission to Jool where I brought like 4 miniprobes with and left them in orbit around the moons. Then I also had probes on Duna's moon, both of Kerbin's moon, and Eve's moon. So whenever a mission came up "collect data around X" I could. One was as simple as "collect data over blabla moon" so I lifted the probe off the ground a little, collected the data.... space program saved.
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Well, I guess I'll keep looking for that setting. Either that or wait for the next update. 1.1.1.1.1 kinda failed me so I guess if I can't fix this one I'll wait for the 1.1.1.1.1.1 update to come out
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Landing gear should be strong. Just as many other parts in the game can be stressed and abused. If it's a limit of the game engine, ok we can wait. But I don't believe it's impossible to fix this bug. And I don't think it's right to defend it as a change. If you personally wanna weaken everything a lot and download the real solar system and up the gravity make air deadlier limit your oxygen and make all other features hyper realistic that's on you. This is not a simulator. That's why you can land on wing tips. It's why you don't need to factor the weight of food and oxygen on your trips. It's why Kerbin is tiny and the distances in the solar system are downscaled. It's for the sake of fun and playability. When I first tried the kerbal space demo, most people thought you could get into orbit and that was that. So I pushed on and landed on the tips of wings on the moon without guidance, stability controls, or anything. When you push it, the game lets you to some degree. There's a little absurdity in the game but you still can't go to mars on one monoprop tank... There's a little sense of realism and a little healthy spoonful of sugar to go with it. You still have to estimate a bit of delta-V even if you don't know what that is. Got a bigger lander? More fuel. Didn't make it to orbit? More boost. Spinning? Fins, stability, bracing. But you don't need to calculate down to the narrowest impact landing like a hummingbird on a flower made of frozen spiderwebs. Because that makes it into work, and too complicated for the average player. There are mods for the diehards that want to make the game ridiculous. Is it "realistic" to land on grass with a jet fighter? Maybe not..... but usually there's more than one landing strip on the entire dang planet! So this part of the concessions of realism we have to make to make up for the fact the game has basically one dang city in it. And even that's not really a city. Next best thing is the little island with a crappy runway on it. Then the junkyard northwest of the desert with the "old style buildings not used in the game anymore"
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KSP 2.0 - What would you expect (or wish) for a sequel?
Znath replied to carlorizzante's topic in KSP1 Discussion
Part damage instead of parts exploding would be neat also. Like canisters and structure bending or being smashed. -
It is a bit faster. Like some said there's only so much you can do like when you get file-bottlenecked when you start loading dozens of tiny files instead of one big one. Usually if the game crashed before I got my ssd, I'd give up and leave. Now it loads fast enough I will just reload the game.
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I do everything manually. So... I guess I can live without it?
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KSP 2.0 - What would you expect (or wish) for a sequel?
Znath replied to carlorizzante's topic in KSP1 Discussion
Landing gear that doesn't explode for no dang reason. -
Okay well... I'm confused. I tested my existing jet-train thing and the usual happens. impact = break. Then I send our a remade one around KSC to romp around a bit. I hit the side of the runway at a good gallop and.. it bounces over and lands hard unharmed. I nudge the throttle up repeatedly in the hill country further out slamming through hills faster and faster, in the end the only thing that killed it was the fact something's wrong with the steering. So providing I fix that issue, I may fly this one over to replace the old Enerstar E6 Welll....... After a few more tests I've found that it "is" a "little" stronger but still not back to normal. I can't for the life of me find those settings to adjust wheel strength and such. Added wheel weight stress and slip stress multipliers to game settings, allowing players that do not want these stresses to disable them globally. If I can find those somewhere I'd like to know where. Because yes, yes I would.
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Lowered landing gear... rover wheels still explode when weight applied. Tried 40m/s small gear still break on a gentle incline change. I read something about disabling features Added wheel weight stress and slip stress multipliers to game settings, allowing players that do not want these stresses to disable them globally. Which I have yet to find and disable to see if that helps.
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I've got mine, it's only got one car so more of a .. jet rover or mobile base I guess than a train. 1.1 murdered it for now, so I may have to wait or experiment a bit more to get it going again. I also have a similar one on the moon. As of 1.1.1.1 I can't use the rover wheels at all and where it used to be able to go 40-50m/s now it's down to 20ish as a "risky" level of speed even. I once got to 95m/s on the ice caps in a speed test. Dry weight is around 50 tons?
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The mining one is a little.....eh... Apparently the kerb system is full of minerals that readily convert to either fuel or oxidizer without flaws. Is it "game breaking" I guess it's arguable. It does mean that you could technically have a giant ship that lands and refuels on every planetary body and visit every world. I haven't really seen a ton of those ships though since they'd require a lot of meticulous design work. Still, it's a nice module to have.