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Azimech

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Posts posted by Azimech

  1. 24 minutes ago, Bej Kerman said:

    Irrelevant. KSP 2's new editor necessitated a change (a very welcome one) to the editor controls, with the added benefit of unifying the VAB and SPH controls. KSP 1 expecting you to learn two sets of controls was insane and pointless - why not complain about that?

    Once the SPH existed, I've built everything in there. The controls are from my point of view superior. Faster building and modifying.

    Saying irrelevant is an insult. You don't know my contributions to KSP1.

  2. 14 minutes ago, TheTechnobear said:

    this is only going to get worst, over next few days/weeks...as there will be an increasing % of new players vs loyal KSP fans.
    (the latter being more forgiving, and willing to support devs for the KSP2 future etc) 

     

    For me it doesn't work that way. First I want my money back. If they decrease the price with 35 then I'll reconsider.

  3. My emotion: it's like a relationship that fails but you try to salvage it. So you have patience while the both of you go to do other things. And then when  you try again ... it fails again.

    I didn't like the direction KSP was going after version 1.3 and Take Two and I certainly don't like KSP2. I guess my gaming days are over. I'm almost 46, too old for this kind of crap.

  4. I've asked for a refund. The first time it wouldn't save my design ... okay, my C: drive was suddenly full. Freed up space. Next time I launched the game it ignored my settings and I couldn't change my settings. And not able to start the game beyond the menu anymore.

    Guys, these are pre-alpha problems. 

    I'll be back in 5 years. Maybe then you'll have a decent product.

    Three years of waiting. Down the drain.

    I'm too old to be an alpha-tester.

  5. On 1/23/2022 at 5:33 PM, green people said:

    We all know that the KSP program is a very creative game. We can complete all kinds of fun things. However, with the increase of components, computers began to jam and sea monsters began to increase. At this time, I began to wonder whether we can reduce the number of components in some ways.

    I hope to reduce the number of spacecraft with more than 200 parts to every digit as much as possible.I imagine that if we can define a complete spacecraft, including cockpit, fuel tank, engine, command and control, components, connection, load, wing, landing gear, thermal energy, electronics, communication, science and equipment, and then we combine them, maybe we can effectively reduce the number of parts

    I guess you're ten years too late. The amount of parts made available has made this game iconic as it is. Reducing the amount of parts? Might help some people who don't have enough memory in their pc but would enrage thousands of players who depend on them.

    It is never going to happen.

    But you're free to delete part files from the install folder.

  6. On 1/8/2022 at 12:50 AM, WaveyD said:

    Active Bendy Rover

    An ongoing work in banging head against wall.

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    The idea was to make a rover which could handle higher speeds on Mun and not flip. So far it works pretty well but only on Kerbin. Not really fast in any sense but whatever speed you can get out of it on Kerbin it wont flip even on slopes. Of course you can flip it on certain terrain but it's an improvement.

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    The passenger section translates to the inside of the corner and the inside wheels are pulled up and inward bring the COG closer to being directly over the inside wheels. The outside wheels extend and push down. The passenger section also rotates to try to maintain ground clearance. The motor sizes, torque, transverse rates also change while steering. The hinges provide some nice suspension when you get the settings just right. However, 'just right' tends to often mean 'that bump' and other bumps are not so right.

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    To get it working on the Mun i have to tune the 'suspension' to the gravity there. The biggest current headache is the lateral transfer not just flipping the thing to the inside of the turn :lol:

    Kerbal X page

    https://kerbalx.com/WaveyD/Active-Bendy-Rover

    To compare with or without the hinges just disable the controller. I like making it because it's fun but sometimes i think it's no better than a rover without extra suspension which is lighter because less parts and lower.

    Oh and if i try to put damping into the KAL i only get a range of 0 to 1 which gives 0 to 1 on the hinge instead of the 0 to 200.

    I have several versions with various heights etc....by far the best performing on the moon is the one with a kraken drive for downforce but if you manage to flip that and the drive is pointing up in the sky it's a very very long accident.

     

     

    So basically you've tried to create a Citroën Xantia Activa. Nice work.

  7. Everything you see is without DLC's nor mods.
    I don't remember how to insert a GIF here.

    Able to lift 65 tons. The heaviest stock heli's ever, the length of a 747-100.
    https://gfycat.com/contentanchoreddogwoodclubgall

    Flies great.
    https://gfycat.com/cloudydelightfulfrenchbulldog

    Airplane with real control surfaces instead of the magically operated standard ones. These require resources and with increased speed becomes harder to fly, just like in real life. https://gfycat.com/shamefulskinnyincatern

    My most popular helicopter. Even Scott Manley featured it in one of his video's.
    https://gfycat.com/kindsadbufeo
     

    The first ever stock turboprop. At some point you see an engine failure and the thing starts to wobble. Development was quick and a real race between users to develop the fastest turboprops. I held the record for two years until people started building UFO's and there was no fun into doing it anymore.

    https://gfycat.com/considerateexaltedfoxhound

  8. I'll continue with creating stuff like helicopters, cars etc.

    Because I've discovered space is amazingly boring. At least in KSP1.

    The editor is the major selling point of KSP1. The whole space stuff ... nah.

    KSP2 devs: think of another product parallel to this one. Look at how Automation is connected with Beam NG: Drive.

    I'll be using multiplayer to race cars, helicopters and airplanes with the people who want to.

    https://gfycat.com/kindsadbufeo-helicopter-chopper-kerbal-space-program

    https://gfycat.com/skinnyknobbyhart

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