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Everything posted by Wjolcz
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I confirm this. Yesterday I was landing on Eve. Hit the atmosphere with over 4000m/s. Direct landing. Didn't even burn through half of the small heat shield. And I set reentry heat to 120% just before doing that. EDIT: Just checked how much ablator actually left on the shield: 139/200
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Black and White ship icons. In 2015.
Wjolcz replied to DarkGravity's topic in KSP1 Suggestions & Development Discussion
Nope! -
Black and White ship icons. In 2015.
Wjolcz replied to DarkGravity's topic in KSP1 Suggestions & Development Discussion
I don't actually mind icons being black and white. They stand out really nicely in the colorful background that is Kerbin's surface. They could be changed a tad, though. Especially the capsule one to something looking more like Apollo's CSM. Also a new icon for spaceplanes would be cool to have. -
I'm not colorblind myself, but I have two friends that are. I support this.
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I feel like my karma will go down a lot because of what I'm about to say, but: Skills like "increase engine ISP by x%, make it use less fuel, etc." were already in SQUAD's plans and people really hated it. And I'm one of those people. We don't need no RPG elements in this space sim. Kerbals aren't some special boost speed amulets. However, pilots could be improved in other way. The better the pilot the higher Yaw/Pitch/Roll input gets. So basically if there's a trained pilot on board the spacecraft (if it's in atmo) would make sharper turns. Also if the number of Gs would finally mean something they could black-out and red-out less than a standard scientist or engineer.
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New Service / Utility Bays in 1.x - Kraken bait?
Wjolcz replied to Bluebird1's topic in KSP1 Discussion
I think my Jool probe went fourth dimension because of one of those : / Oh, well... Good thing Jool windows are so common. -
What new parts could the game realistically use?
Wjolcz replied to Frostiken's topic in KSP1 Discussion
-Mk3 cargo ramp -Electric prop -Radiators -Fuel hose A rant edit about people suggesting LF-only tanks to be added as new parts: a simple tweakable for already existing tanks would be way better. No need to stuff the game with more unnecesary fuel tanks. Edit 2: How about a Mk2 aerospike? -
Post your real life or almost real life 'planes here!
Wjolcz replied to stanonwheels's topic in KSP1 The Spacecraft Exchange
I made a Global Hawk and Predator drones' crossover. One manned, one unmanned. You can also see a LF/O rocket booster. Something that was planned in Me 262, AFAIK. Though my version was pretty poor and gave only about 20m/s of additional speed. Bonus edit: He 162D inspired aircraft. -
Scott Manley weighed in on the Nuke discussion - what do you think?
Wjolcz replied to ShadowZone's topic in KSP1 Discussion
Same. -
A suggestion how to improve engineers: Welding using this: http://i.imgur.com/Ui30jSB.png The higher the skill the better welding/replacing skills they would have. Level 1: Small pieces can be detached only. Level 2: Small pieces can be detached and joined to other parts, no snap symmetry. Level 3: Medium and low-mass pieces (trusses, empty tanks, etc.) can be moved and joined with other parts. Level 4: Snap symmetry is available. Level 5: Medium sized engines (Terrier, Swivel, Jet engines, etc.) can be moved. Doesn't necessary have to look like this, but you get the idea.
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I said this one million times, and I will say it again: I hope SQUAD is sensible enough to implement a fuel tweakable in 1.0.3 for most of the tanks to convert them into LF-only.
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Scott Manley weighed in on the Nuke discussion - what do you think?
Wjolcz replied to ShadowZone's topic in KSP1 Discussion
I seriously hope there won't be more parts and instead we will get a tweakable to turn LF/O tanks into LF-only ones. That way the LF-only mk2 and mk3 spaceplane parts wouldn't be needed anymore and maybe some RAM would be freed. -
I actually menaged to pull off something like this a few times. They were set on 500m but I opened them at about 100m. Every single time the capsule survived but it was a hell of a ride. Good thing Valentina was on board. Other crew members would sure get grumpy after a series of such agressive landings.
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It might depend on which vessel is dominant. But how to recognize which is and which isn't? I have no clue. - - - Updated - - - What if I then undock the newer part and dock to something that has been recently put in orbit after the contract got accepted?
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I have done some of them, but I noticed a new one. It tells me to make a bigger one with lots of fuel on board and a lab. My question is: Do I have to send it in one piece or can it take multiple launches with docking pieces together?
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Almost all of them. 0.11 was my first version to play. Was bored and looking for space sim games on yt. Saw KSP and loved the idea of it. Then I saw tutorials from Scott Manley and started fooling around a lot with OP mods.
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Heat protection tiles
Wjolcz replied to sol_invictus's topic in KSP1 Suggestions & Development Discussion
This. -
As of 1.0.2, do you think the engines are balanced?
Wjolcz replied to Laie's topic in KSP1 Discussion
The engines are pretty balanced, IMO. -
Inflatable Heatshields
Wjolcz replied to Voyager275's topic in KSP1 Suggestions & Development Discussion
This. -
I would like that. Though no high part-count ships. And if the ship had a part that you haven't unlocked yet it would be kept for you to use once, unless you recovered it. Basically scavenging parts from space. Edit: I think things like that actually happened a few times IRL. There was a shuttle mission to retrieve a communication sat, or something.
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Scanners finding distress calls...
Wjolcz replied to heng's topic in KSP1 Suggestions & Development Discussion
Awesome idea. I'm all for that. Just no face huggers once I get there, please.