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Everything posted by diegzumillo
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Hi all Long time player here. Long time away also! I can see a lot has changed, so, anyone wants to throw some hints at me? just to put me up to date with the new mechanics. I noticed a few things. The aerodynamics is a lot more realistic. We didn't have to worry about drag that much. I mean, we had, but it was all very simplistic, and now too much drag at the front of the plane puts it off balance. I also noticed air breathing engines have an oxygen dependent thrust. This is a lot more realistic and I feel it's what causing the major changes to the rules of designing SSTOs. I can actually get a simple SSTO on orbit using RAPIERs but just barely. I'm trying to make one with a nuke engine as a first step to make a single stage to the mun or other planets. Anyway, hints?
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Haha "Why" is not a suitable question when it comes to KSP. Looks like you had fun doing that.
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KSP support for Microsoft Hololens
diegzumillo replied to Bencointl's topic in KSP1 Suggestions & Development Discussion
I don't think that's really detrimental. AR is not VR, it serves a different purpose. AR really shines as an 'utility', for lack of a better word, for example, to show you in a 3d graph floating above your printer how much ink it has left, to use your table and physical blocks to represent editors of whatever kind. That kind of stuff. It will have use in games, of course, but NOT immersion. That's VR's purpose. -
KSP support for Microsoft Hololens
diegzumillo replied to Bencointl's topic in KSP1 Suggestions & Development Discussion
Augmented reality would be ideal to design your ships on VAB/SPH, with controls specially made for this mode. The gameplay itself would be better in a monitor screen I believe. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
diegzumillo replied to ferram4's topic in KSP1 Mod Releases
My statement is that new aero fills most of the features FAR used to advertise before. And it is not incorrect. It's a different statement than what you seem to be interpreting (new aero is just as good as FAR). Advertised previously: "FAR gives fairings a reason to exist". So does the new engine. I hope that makes it more clear. I've been going back even more pages though, enough to answer my own question. It's even more realistic now. Some screenshots show what seems like the blade element theory model. Same model used in X-plane, perhaps?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
diegzumillo replied to ferram4's topic in KSP1 Mod Releases
Hi all o/ I have a question. With the new aerodynamics doing most of the things FAR advertised what makes FAR special? this is not a rhetorical question! I know there are differences, but they're not clear anymore. I went back a few pages before posting, btw.- 14,073 replies
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Rethinking the nuke engine, where can we take it from here?
diegzumillo replied to Colonel_Panic's topic in KSP1 Discussion
The fuel amounts should work like this: there's three sliders, one for lf, one for ox and one for total fuel. The sliders are dynamic and obey the equation lf+ox=total (with coefficients to handle different densities, if desired by the devs). Then the player can adjust at will how much of what goes in each tank. -
Rethinking the nuke engine, where can we take it from here?
diegzumillo replied to Colonel_Panic's topic in KSP1 Discussion
I'm also thinking about that now, things are much more complex. They nerfed the nuke engines a little, but they also made it not needing ox. So it's still a powerful engine but it's more complicated. It used to be "is it in space? nukes" now not so much. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
diegzumillo replied to cybutek's topic in KSP1 Mod Releases
Delta-v calculations seem wrong here too, and I'm not using fairings. Funny, I downloaded KER because mechjeb was giving me weird dv values for my nuclear engine powered space plane. I suspect it has something to do with the dramatic change the nuclear engines went through. I have no oxidizer on my ship, by the way. -
I agree that releasing a final version with so many new things was not very smart. But they wanted the release to make a big splash, and you can't do that if the release version is identical to the game I was playing a week ago. So now they quickly release a few patches to round the edges a bit. Not the most elegant way to release a game but I'm totally ok with it, the release version is more than a fully working game, it's probably my favorite game of all time. The only sin they committed, in my humble opinion, is the lack of a decent information panel. I always relied on mods like engineers report to fill that gap and the fact that I still rely on it is inexcusable in my opinion. The bare minimum information a game about rocket science needs to provide is delta-v, and I still need a mod to give me that information.
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OH MY GOOOOOOOOOOOOOOD! The nuclear engines don't need oxidizer anymore! I've been trying to get a decent spaceplane with nukes ever since 1.0 came out and I just now noticed they don't need oxidizer anymore. That changes everything! haha The moment I realized that, my completely "oxidizerless" spaceplane went to the mun lol. Now jets and nukes are truly meant for eachother.
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Hey guys I'm using KSP 1.02 (so I understand it may not be fully working yet) and mechjeb doesn't seem to be able to calculate delta-V for nuclear engines. Also, there's no vessel info anymore, but I guess this is a different issue, and I can work around it by creating a window myself. I made a search before doing this post but didn't find anything, so I apologize if it has been answered already.
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What's the best strategy for ascension?
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Oh right. Eve. I wonder if the new aerodynamics gives us more chances of leaving it. From your rocket, I'd say it's a little easier now.
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I started playing the campaign, finally. I was never a huge fan of this game mode but for 1.0 I thought I'd give it a try. So today I had an extremely fun and thrilling moment that couldn't have happened in sandbox mode (well, it could but it's... whatever, let me finish, damn you). I got a contract to measure temperature on different spots of mun. Two contracts, actually, each with 3 sites. Most of the sites were trivial, I put myself into a polar orbit and just waited to pass over them, but there were two sites that the specification were a little different: I had to be 'below' a certain altitude. It's a pretty low altitude (7 km, more or less) So I just lowered my orbit to something slightly smaller than that and crossed my fingers. Flying by mountains zooming past me while my scientist refurbish the experiments on EVA was really one hell of an experience. At any point I thought I was going to hit some mountain, and there was an actual risk of bumping too hard on the ship while on EVA that could cause my way-too-low orbit to meet the ground.
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haha I love your flag. And low altitude orbits are the most fun thing to do.
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That's one professional looking flag