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Everything posted by nAssailant
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If mechjeb does the turning, it isn't really a "gravity turn", is it? The OP is asking for a mod that will only turn the rocket slightly or prompt the pilot (you) to do so at the most opportune moment, and then let gravity do the rest.
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MechJeb: Cheating or not? The definitive thread/poll
nAssailant replied to SpaceLaunchSystem's topic in KSP1 Mods Discussions
This question has been asked multiple times, and I do believe that it comes down to whatever you prefer. If you think it is cheating, dont use it. Otherwise, feel free. Anyway, your poll wording is biased. I would say no, but I disagree with the logic you have bundled with that option, which makes me want to pick "yes", even though I don't think MechJeb is truly "cheating". A simple "Yes" and "No" option would not make either option appear the obvious choice. -
Shouldn't Squad Release Updates to Popular Modders First?
nAssailant replied to sp1989's topic in KSP1 Discussion
I simply don't agree. Since mods are optional, they're developed and released pro bono, and I paid for the game just like they did, I do not believe they deserve special treatment. Also, "Essential" and "Mod" are words that ought not be used together. -
Shouldn't Squad Release Updates to Popular Modders First?
nAssailant replied to sp1989's topic in KSP1 Discussion
This sounds like a terrible idea, full stop. Why should everyone else have to wait for a release simply so mods can be updated? Why can't people who use mods exclusively (who are the minority) just wait a few extra days for the mods to be updated (like the way it is now)? There are a lot of mods users for this game, I have no doubt. I use mods too; however, I also have no problem with playing stock (especially for a few days after release). If you wanted the mods to be updated before you played, it would make no difference anyway. You would either have to wait a few days after the release for the mods to be updated (like you do now), or you would be forcing everyone to wait those few days to play, even if they only wanted to play stock. What you're suggesting is unfair and unnecessary. -
MK16 Chute overheating in 1.0.2
nAssailant replied to Kaiz0r's topic in KSP1 Gameplay Questions and Tutorials
I always put parachutes in their own stage separate from everything else (usually the last one). I've never had a problem with it accidentally firing (even when docking/undocking or switching vessels). That way I just hit spacebar to activate them after the firey-bit of the reentry process. -
I thought I didn't like it during my first launch, but I decided I liked it after my second launch. I guess it's just a matter of preference, and I'm glad Squad lets you adjust/turn it off if you want.
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I would, but I don't have any that are 2.5m. That, and placing ~4 of the smaller tanks would cause all sorts of problems with this particular rocket design. (The kind that would cause it to fly apart arbitrarily ) Hah, I guess that would make sense if this were real life, but since Kerbals are able to construct and deploy new rocket designs in a matter of minutes I don't see why some simple plumbing would cause them problems.
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I really appreciate how the nuclear rockets don't use LOX anymore, since it never made any sense to me. However, I now find myself wishing I could replace the LOX in some of the tanks with fuel rather than just emptying them. Using the stock-like Modular Rocket Systems Part Pack In the above image, I've emptied the oxidizer from the tank that supplies my nuclear engine. Is there any way I can replace the empty space with more liquid fuel? If not, are there any mods that make this possible? If this has been brought up before I apologize, but I find it really strange that this hasn't been implemented.
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Whenever I finish placing the 3.75m base+fairings I am then unable to click or place on any other object in the VAB. This has happened almost every time I try and use it, usually after deleting and then rebuilding the fairings from the base. The problem persists when exiting the VAB and re-entering, and requires that I restart the game in order to build again.
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Science Lab science generation
nAssailant replied to Capt. Hunt's topic in KSP1 Gameplay Questions and Tutorials
The science lab can hold up to 500 "data", which it slowly multiplies into science by doing "research". To do research, you must first collect data (EVA reports, experiments, surface samples) and have a kerbal take them to the ship that has the science lab attached. Then, when you right click on the ship and "review data", there will be an option to place the data into the lab (a green beaker above the blue transmit option in the window). If you have two scientists in the lab, you can then right-click on it and start the research. It will tell you how much science will be generated per-day (more data, more science per day), and the lab can only research 500 science before it can be transmitted. The data will be consumed, but at a slower rate than the science is generated (I'm not sure on the conversion rate, but I got 500 science by going from 500 to 400 data). It takes a decent amount of time to transmit the data, so be sure to have a lot of power available to your lab. My two stations orbiting the Mun and Minmus were able to finish out the tech tree in my career game before I even went to another planet. I just used small landers to bring back samples and reports from the surface while my stations processed the data in their labs. Much easier than putting a large base on the surface. -
This is something I dislike as well. I always used the WASD keys with the spacebar to swtich between translation/rotation, and I always thought it was super convenient and intuitive. Correct me if I'm wrong, but this "new" system seems exactly like the old one - which was terrible.
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Thats the thing, for the smaller ones to be rendered, they would have to exist in the game's memory before you even got to them. Populating the space near your craft with new asteroids with entirely new orbits would also be processor/memory intensive, depending on how many there are/how close they need to be to you to be created. Then what? When you leave the belt, do those small asteroids you detected disappear, or do they remain? If they stay, your system's memory would quickly become full. If they disappear, then what is the point? Exactly.
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All of the asteroids in KSP are meant to be NKO. They were added as a part of the NASA Asteroid Redirect Mission pack, which is based on NASA's real inititave to capture an asteroid passing nearby Earth and place it into Earth orbit for study. Adding in an asteroid field would be something completely different, and the other things you propose would take up man-hours (that Squad has invested in other things), and precious memory and processor use in-game. Don't get me wrong, those things would be neat, and they're interesting ideas, but I don't foresee any chance of this happening.
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This is actually really nice. A simple alteration that fits extremely well. Kudos, my good sir.
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Simple enough request, though I assumed you meant you wanted the "C^3" on the left side, so you can see it (easy fix if not). I was also confused if you wanted the "C^3" as is or with the '3' in a superscript, so I made both. Here you go: Flag (256x160): Decal w/ transparent background (256x160):
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They just mentioned that the orion capsule will be experiencing about 8.2 G's during its high-speed reentry, compared to about 4 for the Soyuz upon return from the ISS. I can't imagine what that would feel like.
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Blasphemy! I disagree. I'm loving the new update, and not just the new parts. The improved rocket stability and maneuver nodes were probably more exciting to me than the "claw", larger parts and asteroids (though I love those, too). The game is vastly improved because of those things I just mentioned. Also, if you don't like the new parts, no one is making you use them. You can just ignore the asteroids as well if they aren't your cup of tea. Embracing change and new things is a necessary part of KSP and all things in general. When I first got the game 2 years ago, it was in a vastly different state than it was now. Things like docking and new planets changed KSP, for me, from what is was then to what it is now, and that isn't at all a bad thing.
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I never noticed how good the forums here were...
nAssailant replied to Sigma117's topic in The Lounge
While I feel as though the decorum of the forums here is due in part to the excellent oversight on the part of the moderators, I can not help but credit the community of thoughtful, intelligent people brought together by a game that rewards you for thinking and supports failure as part of its fun. The number of active individuals in these forums who aspire to knowledge rather than be belittled by it is amazing, and I am incredibly proud and thankful to be a part of it. -
My first landing on Duna - and a surprise!
nAssailant replied to Sardonyx's topic in KSP1 Mission Reports
Sweet! Good luck getting those guys back to Kerbin; they'll probably have an awesome story to tell the guys back at KSP. -
How did you learn how to rendezvous and dock?
nAssailant replied to Fox Arcana's topic in KSP1 Discussion
I learned it from trial and error, mostly. Prior to .18 I had rendezvoused several times in Kerbin orbit with several craft (mostly just to see if I could do it). I wasn't very good at it until watching Scott Manley explain it a few times right when 0.18 came out. I never really thought it was difficult, and just like when I learned to orbit or get to and from the Mun it only took a few attempts before I finally understood how to do it. Perfecting it, however, took a few hours and several destroyed Space Station solar arrays. -
How many ones' climbed the flagpole on KSC?
nAssailant replied to Cesrate's topic in KSP1 Discussion
If I recall, you've been able to climb the flagpoles since the implementation of flags when 0.20 came out. Needless to say, I've done it dozens of times. -
I always felt bad about (accidentally ) killing my Kerbals, now I just have a reminder about every one I've lost in the Kerbalnaut center. I usually have failsafes built in to all of my craft, and now I've started attaching the remote guidance parts to all of my craft so I can do some "unmanned" flights to test before strapping any Kerbals in. Jeb, Bill and Bob only get to fly the safest, most rigorously tested craft before going anywhere.
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Made this up for my new Space Corporation: Orbit Technologies. First launch scheduled when 0.21 finally comes out.