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Everything posted by tetryds
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[Career Mode] Contract Proposals
tetryds replied to a topic in KSP1 Suggestions & Development Discussion
Thanks a lot for that -
[Career Mode] Contract Proposals
tetryds replied to a topic in KSP1 Suggestions & Development Discussion
That just makes no sense. To track the player experience you need very long data collecting. That is mostly used on race games, and you probably noticed that the first race is usually too easy, and then if you win by several seconds of difference the first races are going to be harder. You have the impression that you got better within 10 or 15 races, but its actually that the AI adjusted itself to match your skill and gamestyle. The codding to do that are within the range of the doable in race games, but in a game like KSP that just doesn't fit. Basically because there are way too many variables, infinitelly more than a race game. You know what you abble to do, a list of missions to choose from, just like the missions mod i've played, is the best and most simple choice There is absolutelly no reason to make it complicated, risk failure and increase balancing and programming effort exponentially for something that is not needed. Remember, K.I.S.S, Squad is not just developing this game because it's cool to give players a nice game, but for money. The better working and most simple way to implement a feature, the better. You can quote me on this: You are "trying to use aircraft engineering to make a toy" here, and there is a name for that: overkill. -
That is a good idea. But remember that the more useless weight, the less deltav.
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[Career Mode] Contract Proposals
tetryds replied to a topic in KSP1 Suggestions & Development Discussion
Why can't we just pick missions, fly, make money, waste money? Possibilities of missions which can be easily procedurally (or manually, like Skyrim) generated, you pick what you can do, you get what you can get. Aim too high and lose cash if fail, aim too low and progress slows down. Then put a little dificult bar based on progress or unlockable sections of missions based on science to not let newcommers pick "Go Eeloo and come back" as the first mission, and that's it. Because capitalism rules. -
Acabei de pousar em Mün com a visão no Jeb pendurado do lado de fora na escada (sem mechjeb nem nada, so SAS), daào botão do printscreen não funcionou por algum motivo. Droga. edit: Pra não dar double post. Sobrou muito combustÃÂvel, fazer o que...
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Organizing modded parts in the VAB
tetryds replied to dudester28's topic in KSP1 Suggestions & Development Discussion
It's a mod issue, but a better sorting of the items on both building modes would be great. Something like separating engines from fuel tanks and RCS. We will get more parts, and a re-sorting, overhaul or even full remake of the list should come then. -
Wolf Industries [EM CONSTRUÇÃO]
tetryds replied to WolfyPlayer's topic in Portuguese (Português)
Fiz algumas modificações no primeiro protótipo, mas ele ainda precisa de muitos ajustes Quero transformar ele em praticamente um caça de carga Mas por enquanto estou construindo um outro bem legal, quando estiver voando te mando por pm -
Wolf Industries [EM CONSTRUÇÃO]
tetryds replied to WolfyPlayer's topic in Portuguese (Português)
Ah, ok. Os aviões de carga precisam de alguma funcionalidade especÃÂfica? -
[Career Mode] Contract Proposals
tetryds replied to a topic in KSP1 Suggestions & Development Discussion
But wouldn't that be telling me how to make my own missions? "Land at Mün, or Land at Minmus then land at Mün then come back" seems a lot more Kerbal-ish Maybe a "Land here" area at the map vision, or "orbit at 100k", but not telling me when or how to make my burns, what if i want to make a direct insertion to Mün? -
Foguete descontrolado ao quase sair da atmosfera
tetryds replied to Krahen's topic in Portuguese (Português)
Ok, o que acontece é que o rover, por estar desbalanceado, quando é posto no último estágio sob a força tremenda do Mainsail pende para o lado, e faz a nave rodar, o gimbal nem as reaction wheels internas do Guidance Unit conseguem corrigir ou cancelar a rotação. A torção ocorre exatamente no lugar onde tem um OKTO2 (o menor pod do jogo, octagonal) e na base no docking port do rover. Os demais problemas com esse foguete são os seguintes: 1-O rover no topo da nave está completamente desbalanceado 2-A relação Potência x Peso do último estágio é insana 3-Não há nenhuma estrutura para estabilizar a o foguete 4-Os winglets estão tortos um em relação ao outro 5-A simetria triangular (3x) não é muito recomendada pra esse tipo de foguete Para eliminar esses problemas eu recomendo: 1-Remova o seu lifter (a parte logo abaixo do rover) e utilize o marcador de centro de massa para posicionar a bola alinhada exatamente com o centro do conector para o próximo estágio ou o mais próximo dele possÃÂvel. Também pode manter o centro alinhado com o corpo do rover e modificar para que ele fique balanceado. Lembre-se que é sempre melhor tirar ou mover as coisas pesadas do que adicionar mais como contrapeso. 2-Mainsail é o motor stock mais potente do jogo, e a eficiência dele não é muito boa. Troque os motores do estágio número 2 por um Skipper, e o do número 1 por um Poodle ou Skipper. (número do estágio de acordo com a barra de estágios na direita) 3-Use estruturas sem dó, quanto mais melhor, literalmente. As estruturas desaparecem quando você deacopla um estágio que tem estruturas entre eles. Se não estiver conseguindo colocar estruturas entre os estágios, use algumas Cubic Octagonal Struts para que o cabo da estrutura consiga alcançar o estágio de cima. Também adicione várias estruturas no rover. 4-Isso não tem muita importância no seu foguete como ele está, mas quando você for construir foguetes mais complexos pode causar sérios problemas. Apenas mova eles para que fiquem alinhados, o de baixo é o que está fora da posição. 5-Quando você usa uma simetria de 3x no foguete é recomendado que use apenas simetrias múltiplas de 3 em todas as outras partes. Isso irá te limitar bastante, pois a única simetria múltipla de 3 atualmente são 3x e 6x, e boosters em 6x podem não ser suficientes. No seu caso não foram, e são de 8x, o problema é que mesmo mantendo o centro de massa no meio da nave, ocorre mais arrasto em um dos lados quando as simetrias não são múltiplas. Em foguetes pequenos e potentes isso pode desestabilizar o foguete. Não se assuste, essas dicas são de coisas que geralmente só se aprende jogando e explodindo muitos foguetes. Espero ter ajudado, qualquer dúvida é só perguntar aqui ou me mandar um PM. Se não conseguir ajustar a sua nave, e quiser que eu mostre como pode ser feito, é só pedir. -
[Career Mode] Contract Proposals
tetryds replied to a topic in KSP1 Suggestions & Development Discussion
But then how would you procedurally generate a graphical representation for each mission? (edit: It has been stated that the game is not meant to have an end) It would either be a too simple representation, or too complex to make. Maybe just a map track of where you should go would be enough? -
creatures on kerbin (and maybe laithe)
tetryds replied to andrew2343's topic in KSP1 Suggestions & Development Discussion
I don't want to hurt rare animals, that is the point. -
inline stackable deployable solar panels
tetryds replied to Helix935's topic in KSP1 Suggestions & Development Discussion
Good that no one came say "more parts is WNTS", because this is really needed. Sometimes you really have no room to stick the panels, the same as already happens with batteries. I hope this comes. -
creatures on kerbin (and maybe laithe)
tetryds replied to andrew2343's topic in KSP1 Suggestions & Development Discussion
Yeah! sand... storms? (creatures?) Weather is planned, i don't know how deep they plan going on weather variations, but a sandstorm would be interesting Anyway, back to topic @zxczxczbfg: it would also be good if it counted like: You launch several ships which fail and lots of debris fall on the ocean Then, you get a fine for the ambiental impact This way you would not be affecting the animals directly, but their ambient, which is pretty much what happens IRL You can also make sort of ambiental "contracts" that allow you to spam debris at the ocean up to a certain limit without fines That would fall into the management part of the game, which is yet to be implemented, but i belive it's a good idea The more things i have to care about when flying my ships without falling into micromanagement, the better -
New gamemode
tetryds replied to mr_ducktape_man's topic in KSP1 Suggestions & Development Discussion
I don't see any problem in KSP being managed on a "Space Tycoon" style. The game is about managing a space program, and the management part is yet to be implemented. So, yes, i want to have to take care of my funds, missions, rewards, disasters and be well seen by the Kerbin people. Woulnd't see any issue in having a rival space program, which will put me under situations where i have to choose to either risk and be rewarded or let them get that (ex first mun landing) and come up with a minmus landing to overcome the rival achievements. Even though i belive that it is not the focus of the game, i would like that. Even simulate a rivalry based on comunity mods against another player online, but immersed on the carreer. -
Wolf Industries [EM CONSTRUÇÃO]
tetryds replied to WolfyPlayer's topic in Portuguese (Português)
Tudo bem, se você souber editar eu posso gravar e te mandar. Os arquivos ficam muito pequenos, 1080p a 62 frames na versão passada eu gravei 1:18min de BF4 e deu só 365MB. Nessa agora eles melhoraram, tirando que também da pra zipar. Você que usa FRAPS vai entender o quanto é menor o tamanho do vÃÂdeo. -
Naves enormes, legal Eu não costumo fazer estações tão grandes, não tenho paciência pra ficar juntando as partes hehe
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Wolf Industries [EM CONSTRUÇÃO]
tetryds replied to WolfyPlayer's topic in Portuguese (Português)
E funciona? Que estranho era pra funcionar só nas kepler Ou te venderam uma 650 ou tem algo errado, mas que bom dai. -
Advanced Maneuver Nodes
tetryds replied to SkyRender's topic in KSP1 Suggestions & Development Discussion
I don't like the idea of "Add maneuver to target", if we have a better way to setup our nodes fine tunning them is up to the player. But i agree that the current system is imprecise, it would be great if it estimated the burn time along the trajectory and corrected it creating a "burn window" alongside with the node. -
New gamemode
tetryds replied to mr_ducktape_man's topic in KSP1 Suggestions & Development Discussion
AFAIK, the exact way money and missions will be managed was not yet mentioned by squad. It's possible that we have both modes on carreer, or that the carreer works in a way simmilar to your suggestion, which IMO would be great if you have to pick a mission out of several, to still allow me to play it my own way. -
Wolf Industries [EM CONSTRUÇÃO]
tetryds replied to WolfyPlayer's topic in Portuguese (Português)
Legal seu avião. Gostei de vc ter usado microfone, porque vários show-offs do ksp não tem áudio e fica meio irritante. Com microfone o video fica mais curto porque não precisa mostrar tudo, é so falar como funciona. Vou instalar os mods agora, com exceção do MJ, e seguir na linha cargo, aàte mando por PM pra vc dar uma olhada. Qual sua placa de vÃÂdeo? as GTX 650+ pra desktop tem o ShadowPlay que grava na resolução do monitor e os vÃÂdeos ficam em média 10x menores e em mp4. Eu tenho uma GTX660Ti, posso gravar também mas por enquanto não posso usar o microfone. -
creatures on kerbin (and maybe laithe)
tetryds replied to andrew2343's topic in KSP1 Suggestions & Development Discussion
Even with the evident Spore hint that is not what is being suggested. What is being suggested is that Kerbin could have some wildlife, and is not forced to get along our current wild life standards. As so, it would be interesting to have a kind of wildlife, be it rare or not, that can be seen on a flyby, something you can see from high the skies when traveling at low atmosphere. Adding birds to the game would allow them only to be seen whilist landed, and that would not be so cool. Also, that would require the planet to have a massive ammount of animals (not talking about rendering here, just that if you see a bird anywhere you land would make you feel like they are a plague), otherwise you would hardly ever see any, and by "somewhat big" i mean an animal of the size of an elephant, maybe a bit bigger, not the VAB. Trying to hurt this wildlife should be heavily discouraged on the carreer mode, even if you don't really hurt them, by giving severe penalties (so you would actually avoid hurting them if your ship gets out of control and goes after any) or making them uncollidable. edit: KSC is where it is for a reason, the most efficient orbital burn heads to the ocean, so ship failures won't hit the ground and have smaller chance of hitting a possible town or causing damage to a possible Kerbin ecossystem.