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Everything posted by Wjolcz
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1 is always reserved for solar panels and I toggle engines with the number which represents how many of them there are. If there are 4 engines, then it's the Action Group 4. If there are 6 to turn on and off, then it's number 6, and so on. I do the rest manually.
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Vector is kinda OP actually. I've recently made an SSTO big dumb booster which could put at least 18 metric tons (AKA one gray FPS explosive barrel) into orbit, go back and (sorta) land Falcon-style. I was testing the return capabilities only though, so I'm pretty sure the payload could be way heavier if it was used as expendeble.
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Make steering togglable by action group again.
Wjolcz replied to Tw1's topic in KSP1 Suggestions & Development Discussion
Came here to say just this. Hoving more things to do with action groups would be welcome. Also some sort of UI panel thing on which you can see which button does what (and the ability to click on it with the cursor). -
I'm pretty sure the cameras on NH will be able to compensate for the lack of appropriate light there.
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: (
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even closer!? The pictures' resolution is going to be amazing. And it will be the farthest solar system object to be partially mapped, no?
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Can I have a penny for each new thread like this?
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It basically explains who they were and what they did. What it says*: In Soviet Union in Moscow, where I lived, Druzhiniks would walk around and check if everything is in order/people behaved well, it was very [don't know this word]. If somebody was causing trouble then Druzhiniks would call Militia, that's what Police were called back then. And so a Druzhinik was a valuable/good man. *Did my best to translate this.
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This Day in Spaceflight History
Wjolcz replied to The Raging Sandwich's topic in Science & Spaceflight
How dare you not include the first successful Falcon 9 landing on December 21? :0 I've been waiting for that one to be included here! EDIT: Ok, so it actually was Dec 22 local time. My mistake! Great thread btw. -
See easter eggs from space.
Wjolcz replied to Arugela's topic in KSP1 Suggestions & Development Discussion
I'm pretty sure it's possible to zoom in on them. Besides, you can detect them with Kerbnet. -
I actually had to google what that micronode everyone's talking about is, lol. I don't think I've ever touched the tri/quadracouplers, or whatever they are called. They're ugly.
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Sooooo... The career, just like the tree, is all over the place. You can try my mod compilation, if you want. There's no need for accepting any missions. You do something for the first time and, assuming you don't screw up massively, keep doing whatever you want omitting the contracts (occasionally accepting only some of them if there's a need/will). The link is in my signature.
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I'd like to keep it as stock as possible in terms of parts. I've found this: https://spacedock.info/mod/1010/Xenon ISRU
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I was actually fairly impressed by the CGI faces. It took me a few seconds to notice Tarkin not actually being the real Tarkin, but then I forgot to take my glasses. CGI is obviously not there yet, but I liked the fact that he was there nevertheless. The relation between Tarkin and Krennic really enhanced the plot in a way. EDIT: Oh, whooops! I didn't notice there was a third page to this thread. I'm obviously referring here to the discussion that's taken place on the second page. EDIT2: As @Robotengineer said: if it wasn't for the lack of head and body movements it would be pretty hard to notice it's CGI.
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Anyone tried taking pictures of Venus? It's been very bright for the past few weeks. I wanted to look at it through my telescope, but either didn't have time or weather wasn't favourable here in Poland recently.
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UK Aircraft, Spacecraft and Missiles: Aesthetics
Wjolcz replied to Jonfliesgoats's topic in Science & Spaceflight
No Boulton Paul Defiant in this thread? There was also a very slender-looking bomber from WW2. Don't remember the name though. EDIT: It's Handley Page Hampden. -
Testing Grounds at KSC
Wjolcz replied to Waxing_Kibbous's topic in KSP1 Suggestions & Development Discussion
What I think would be ideal for this is a separate scenery in which you would be able to load multiple vessels (except with editor gizmos to move and rotate them around), enable physics and have a bunch of UI sliders (gravity, pressure, speed, ore concentration, etc). Add ramps and other low-poly obstacles for rover and base testing. Nothing fancy. Just like it is in BeamNG.drive except the scenery being borderless. -
Delegation / Rival Space programmes
Wjolcz replied to Qwarkk's topic in KSP1 Suggestions & Development Discussion
Probably, yes. That would be the best approach to do this IMO. -
Wind Tunnel/Aerodynamics analysis
Wjolcz replied to p1t1o's topic in KSP1 Suggestions & Development Discussion
A whole room dedicated to this kind of thing +spring testing (by adjusting a gravity slider) would be pretty useful. -
Exploration Accolades
Wjolcz replied to The_Rocketeer's topic in KSP1 Suggestions & Development Discussion
Yeah, alright. My bipolarity/stupidity kicked in again and I got triggered for no reason over how bad the career is. I just wish there were other ways of encouraging exploration, not only seeing new and unusual things. -
Exploration Accolades
Wjolcz replied to The_Rocketeer's topic in KSP1 Suggestions & Development Discussion
I'm not talking about patches vs. the lack of patches. I'm talking about science tweaks (not bug fixes) that get delivered even though the system itself hasn't changed at all. The conclusion is simple: science as it is is not balanced and it will never be, yet the parts get shuffled around the tech tree every time a new update arrives. It is relevant. We're talking about exploration part of the game. And career is meant to have that element. The problem is it doesn't. I'm not talking about going interplanetary the first day of the career mode, because that's simply impossible. The game should allow for going interplanetary whenever there's a window for it. The problem is you can easily unlock the whole tech tree way before that happens. And that has a major influence on the exploration part of the game. Since you have all the tech by visiting the Mun and Minmus then there's no reason to explore, because the only motivation for exploring are science points, thus tech. I don't disagree with having more eye candy. I disagree with them being the main motivation behind exploring. The main reason should be sane mission objectives. Once you've seen "the views" and taken some pics you don't really have the motivation of going back there again. It's just like the science points. Get in, grab the points/see the view, never go back there again. It seems I've actually understood it quite well. What you've said here should be done by the missions. But it isn't, because most of the objectives ask the player to launch monoprop and gathered ore into ridiculous orbits and other completely useless places. Well, probably the first time you visit these places. Would you visit them again once you've seen them before? I really doubt it. Not saying a planet facelift wouldn't be welcome. But making these places fun to visit should be prioritized. Going all "Yep, cool. I've made it up this really pretty hill. Pics taken. Time to go back." isn't much different from garbbing science points and waiting for the window to go back to Kerbin. -
What. This isn't serious, is it? I mean, we're talking here about a sci-movie, so what is? But is it?
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French toast, babyyyyyyyyyyyyyyyy!