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Twreed87
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Everything posted by Twreed87
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I never, ever turn on part clipping in the debug menu, but if a part will appear to clip on it's own, that's fine by me. Turning it on in the debug menu, to me, is no different than using any other option there. Might as well hack gravity or give infinite fuel! That said, I do have separate save files I use for cheating like that, just to do wacky things. Infinite fuel on an SRB straight outta the solar system, sure why not? Although oddly I still don't use part clipping there, I think it just looks weird. I remember I'd taken a break from the forums for a while, and when I came back I was looking through a thread of pictures of people's rocket designs and I was looking for inspiration. But every single one I kept seeing was full of part clipping! I'd see a bunch of fuel tanks and engines clipped halfway inside each other, and just think YOU CANT DO THAT!!! I mean, come on, I don't think there is a more basic rule of physics than two objects can't occupy the same space.
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hatch protection
Twreed87 replied to Kruleworld's topic in KSP1 Suggestions & Development Discussion
I had a ship last night where I put some lights at the top of a lander can, facing prograde, and whenever my Kerbal went EVA he knocked his head on the light and was sent spinning Sandra Bullock-style into space. My mistake though. This really seems like the kind of mistake you make a few times, and then just learn not to do again. -
Did you know NASA actually train their employees using this movie, by have them point out every scientific mistake that's made? There's a lot of them. An object as big as the one described would be hundreds of times as bright as any star in the sky way before it got as close as it is in the movie. Plus, a nuke dug 800 feet into a 1200km wide rock is going to split it in half? C'mon!
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Why is the Sun / Kerbol so big (and so low density)?
Twreed87 replied to NERVAfan's topic in KSP1 Discussion
That's... not what he asked. He asked why the Sun is the only thing that doesn't fit the general 1/10th scale, because the rest of the system largely is to scale. -
A vessel can transfer fuel between two tanks anywhere one it. Since the grabber makes it all one vehicle, then yes, it allows fuel transfer. The game doesn't take note of what parts are between the two tanks at all. You could create a vehicle that's just two tanks separated by an I-beam, and you can transfer fuel between it. If they wanted to fix this, I think they'd have to make certain rules for which parts fuel can transfer through. It'd be more realistic, but also might be kind of a pain.
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Yeah, the whole thing rocks. New parts are hella sexy. Asteroids add a fun new element. Updated maneuver nodes are crazy useful. It's all good.
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Agree with this. Before you could hide debris in map view, it was a pain. But now that I can hide it, I love turning it on and seeing the trail I've left throughout the solar system.
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I seriously do not get this complaint that "you can lift heavy payloads too easy." Why don't you... I don't know... build BIGGER payloads?!? 200 ton to orbit too easy now? Well make a 300 ton thing then! The 2.5m parts made it easier to lift the kinds of things people built before they were introduced, so people learned to build bigger things. And they'll do that again now.
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You need to also activate the Free Pivot. The asteroids CoM will be the purple circle on the navball, and you can pivot your ship around so it's lined up. Then you lock your pivot and you're good to go. Although I noticed something interesting. I grabbed a Class A asteroid, and I was using a fairly large ship, and instead of the regular circle purple icon, I got the one that indicates you're facing AWAY from a target. I think it's because, since the asteroid is now a part of your ship, the CoM is the CoM for the entire thing, and since my ship was bigger than the asteroid, my CoM was behind my command pod.
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I don't see any problem with their power. They were designed to increase the amount you're capable of achieving. A long time ago, the only other body in this game was the Mun, and they didn't even have 2.5m parts. You could've said they were overpowered for just going to the Mun and back. But with bigger parts, came bigger goals. Now we've got orange jumbo tanks and mainsails that aren't needed for a trip to the Mun, but make going to Jool a whole lot easier. And now they've added giant Class E asteroids, so they need parts that are up to that task. You should always build the rocket that's best suited to the task, and not much more. Right now, the way the game works, there's no reason to not go as overboard as possible in any situation. That should change eventually. Eventually, the downside to launching a tiny probe into orbit with an asparagus-staged SLS would be the massive amounts of wasted fuel, including fully loaded fuel tanks you'd probably just dump in orbit.
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I didn't see a topic on this yet, apologies if I missed it. I was wondering if anyone had managed to pull off flybys of multiple bodies, using gravity assists to reach each next one. They happen in real life all the time, surely people do them in KSP. I know they require really rare launch windows, I was wondering if anyone had worked them out. I'm thinking something like, launch from Kerbin, descend down to Eve, boost up to Jool to get a flyby past Eeloo and out of the system. Even using the Oberth effect would be fine, along with some course corrections, but doing it without stopping within the sphere of influence of any body is the key. What's the craziest anyone's done?
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It almost certainly wont be. Why would they make money work exactly the same as science, what would be the point? Go to Mun, get two types of currency, but new parts with both types of currency... why? Money will probably be used to unlock parts, but then it will also likely be used to put those parts on your ship and launch them. If you need to go to the Mun, you'll want to do so using as cheap of a ship as possible.
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You can transfer fuel between two tanks on the same vessel, regardless of how they're connected. Since the claw makes everything attached into one single vessel, then yeah.
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What he means is whether or not it's different between other players save games. There's a certain code algorithm that determines when and where asteroids are generated, but the question is whether it's seeded uniquely for each player.
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Hmmm, I dont think the asteroids vary in size enough to have both the sun and the smaller planets to scale. However... you could construct one in space, using the Mun as the Sun, and asteroids as the planets.
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The thing that gets me about it is that nothing in this game, anywhere, uses that kind of naming strategy. They're called Kerbals and they live on Kerbin, but other than that, there's no excessive use of the letter K anywhere in the game. I don't get why people think they're going to start that all of the sudden.
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Community interest in Gas planet 2
Twreed87 replied to LethalDose's topic in KSP1 Suggestions & Development Discussion
Yeah, it'd be great if you could send a probe way out and beam back info and get extra science the further you are from the sun. -
I really want payload fairings. A better aerodynamic model to go along with it would be nice, but I just want to see stock fairings. Also, there was this really neat mod I saw recently that I thought was great. It's just an unpressurized cargo trunk. It's a hollow stackable cylinder that you can place various small things inside. So instead of sticking all your science devices, batteries, and radial rcs tanks on the outside, you can put them inside the trunk, and it can be opened so you can access it. Basically, I just want to streamline my rockets, make them look nice.
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Community interest in Gas planet 2
Twreed87 replied to LethalDose's topic in KSP1 Suggestions & Development Discussion
I only want new planets if there's something new or interesting to be added to them. We already have quite a variation in terms of size, environment, even shape. Only things I can think of that would be cool are rings, and axial tilt. Is axial tilt possible with the game engine? If so, I think not only should be get a planet with a very high tilt, but I also think minor tilt should be added to one or two existing ones. Also, I'd really like a Titan analogue. Another moon with atmosphere, but this one a darker color, with oceans of black hydrocarbons. -
They should start out with some information known about some planets, and make you discover the rest. All the current planets and the biggest moons would be seen, but you'd need to search for things like Dres, Eeloo, and some of Jool's smaller moons. And you would only start with certain information about them. I don't understand why people want to limit career mode. We'll always have sandbox mode for the ability to just do whatever you want, build anything to go anywhere. As it stands now, career mode is just sandbox except it takes a while to get all the parts. Career mode should mimic the feeling of, well, running a space program. It should be about starting small and slowly venturing out and discovering more about the solar system, little by little. I think running the science experiments should do more than just give you "science points," it should actually be required to learn about the system. You don't know what altitude you need to aerobrake at for Laythe until you send a probe into the atmosphere to check it out, etc. As a side note, I also hope that when money comes into play, it's not just needed to unlock the part in the first place. That'd be no different from the science points. I think there should be incentive to keep missions as cost effective as possible. It'd be a fun challenge to not only find just the right amount of fuel to bring, but also making sure I make the most efficient maneuvers possible, utilizing flyby's, etc.
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Yeah, I think you'd want your docking ports radially attached, above and below, instead of front to back.
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Sandbox will always be fun, but I'm looking forward to the challenge of having to manage a budget. Right now, if I want to go to the Mun, I can just build a giant behemoth and get there with a a few orange tanks full of fuel left, which I'll then just dump in orbit to make turning easier. There's no need to plan and be efficient. And since I have so much extra delta V, I can take any sort of ridiculous method to get there. So I hope money isn't just used the same way that science is, to unlock parts and then you keep them permanently. I want the challenge of making every drop of fuel count. But yeah, sandbox isn't going anywhere either. Nor is the ability to alter a save file and give yourself unlimited science and money. Literally no reason to complain.
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There's plenty I want to do, but I keep thinking how much better it'd be if the update was out. I'm as much excited for the little things like the updated manuever nodes and time warp at KSC as I am the actual asteroids. Plus, of course, bigger rockets!!!! And more stable joints!!!
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I wish I could, but I just don't know the math. I wish there was a good tutorial out there to help with this kind of thing.