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Posts posted by Azimech
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On 9/25/2021 at 6:32 PM, The Aziz said:
Do we really need that in space game?
Now I'm gonna hear how aerodynamics are integral part of spaceflight, but I'd rather see devs spend their resources on improving space part, rather than a hardcore, but unnecessary mechanic that will do nothing but add difficulty.
Nothing better than adding even more parts to the craft so the elevons and wheels can work. There's a line between hardcore simulaton and game available for anyone, and what you're proposing crosses that line.
If I proposed a hardcore simulation, I would go far beyond that. I've been
playingusing this game since version 0.16, 2012.
This game has never been for anyone. And the complexity has been added over the years.
On 9/25/2021 at 8:50 PM, DeadJohn said:I think the OP is delving too far into micromanagement. This a flight game, not a mechanical maintenance game.
Here are other "resources" I don't want modeled in KSP 2: Tire wear from the repeated stress of landing. Metal remaining on engine pistons. Engine oil. Brake shoe thickness. Lubrication of doors and other moving parts. Paint wear from high-speed airflow. Metal fatigue due to pressure and temperature changes. Turbine blade wear. Degradation of solar panels and batteries. Etc.
In some ways it already is a mechanical maintenance game. Why need an engineer of a certain level to repair a wheel or solar panel? Getting that engineer to that level is already micromanagement - the tedious type. And that wasn't my idea.
By the way, for intelligent games like this one, increasing complexity over the years seems to be a standard in this industry.On 9/25/2021 at 6:43 PM, Bej Kerman said:That's going into KSPIE/RO territory, and we don't need vast interconnected systems a la KSPIE/RO in KSP 2. Active engines consume fuel and don't need to be fed anything else to ignite in the first place, and passive systems like landing gear do not consume resources - that's the way it should be.
KSPIE/RO are vastly more complicated than what I propose. Let's agree to disagree.
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I like this idea.
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What I've never understood in KSP is why control surfaces and landing gear don't draw power. Either stamina from the kerbal when using mechanical linkages and direct control or hydraulic/electric.
In real life you get the stiffening of controls at high speeds and a lot of pilots died because they couldn't get out of a dive.
I'd prefer if both hydraulic and electric can be added, with a loss of pressure and hydraulic fluid when damage occurs. A fluid storage container, pump driven by APU or engine. Multiple pumps needed when the amount of control surfaces/landing gear goes over the pressure/flow limit of the pump. -
I don't like rovers. I like cars.
All stock. Just painted.My own car: Citroën BX 1985.
Older unpainted Dodge Charger R/T 1969, stock.
And some of these were made into capable of driving on other worlds.
https://gfycat.com/uncomfortablemadeuparrowworm -
15 hours ago, DocNappers said:
Edit: What I might be able to do instead is to manually adjust the pitch of the audio sources based on their relative velocity to the camera position. I'm thinking to clean up what I've got now and release it as v1.17 and then try to do something like this for the doppler effect.
Excellent thinking!
Thanks for the effort! -
16 hours ago, DocNappers said:
I've heard it work a few times, but it seems to stop working fairly quickly. I think the audio is a bit messed up at the moment. I'll look into it.
Thank you! It really makes the whole experience of a fly-by more real.
I made this short video almost 6 years ago. The sirens are my own mod. I think I still have that version of Camera Tools on my HD. Could take a while to find it. In case you need it, let me know.
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Nice! I remember making the very first edits in the configuration files of BDArmory to create the first prototype. I see all of the guns I created are still there. We tested it in combat and we liked it. Then I gave development away.
Maybe, if I'll ever find the time, I'll compete again with dogfights. Maybe in KSP 2? -
Nice.
Is the doppler effect working again? -
I agree. Imagine a planet where cloud cover is such that you can't use solar panels. At least you could build a wind turbine, which is a challenge in itself to maintain and control.
Also ... sail a ship to conserve energy on Laythe.
And let's face it ... flying an airplane above Kerbin is way too easy. Easy for me to say having used flight sims since 1983. So that's why it should be optional. -
I'm here, just checking every once in a while. Not active with the game atm. Waiting for KSP2.
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Well, I apologize. I've been inactive for a number of years now. The 1.4 update really threw me off and since then I've felt the game has been going in a direction I don't like. I've lost my confidence in the original KSP developers. And I certainly do not like hanging on to relics of, in my opinion, bad design decisions.
But I could've written it in a less snarky way. -
16 minutes ago, Wubslin said:
Maybe Kerbals design their turbomachinery to be run like a household two-stroke. They put gallon of 10W-40 in every fuel ton, you know?
Might as well let go of the whole endeavor of improving the effects of the rocket engines. Why improve graphics anyway? Let's go back to 2012. The graphics were good enough.
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I like the KAL-1000. But I must admit, I've never used it before. The thing always felt as "unfinished".
Almost 5 years ago I needed some way of having an ignition system for my piston engines. I did it using scripts, using libraries to create sensors, transistors, and capacitors. It worked but I halted development.
While piston engines are not the scope of KSP, hear me out. IMHO the problem with the KAL-1000 is that it can't use sensors like the angle of a robotic arm, the distance to a different part, energy levels, temperatures, the distance to the ground, the angle of a surface, difference in the amount of light etc. All RL robots use sensors, all we have is a timing based system.
Coils and magnets: wouldn't it be nice to be able to build generators and motors? Could be simplified like the thermal system. Just omit some factors. Could be as easy as using an electric motor supplying energy when being driven, like a lot of them do in real life.
This shouldn't be part of the base game to raise difficulty. Don't want to use it? No problem, you can "complete" the game.
Thoughts? -
Thanks guys, looking wonderful.
Can I make a plea for not having jet engine smoke at low altitudes? It has always bothered me in KSP. It's unrealistic and ugly. The only times you get jet engine contrails at low altitude is due to specific atmospheric conditions or if there's a problem with the engine. -
Well, it seems I have finally a use for my sails :-)
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3 hours ago, Gman_builder said:
It seems there hasnt been a post in this topic in about a year, but im trying to get back into the game. I cant remember for the life of me which mod or game function allows the placement of multiple parts on the same node. Can anyone help me out?
Was that ever a thing in stock?
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Great job!
I haven't been around for a while ... how do you import blueprints in the SPH? -
I have a stock SSTO helicopter. Could be modified to just use a scientist instead of a pilot. But you need an additional stage to launch it from Kerbin and get it to Laythe and back. If you're running career mode some parts might me above your tech tree.
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Strange nobody took an effort to compliment on your work. Maybe the community is on a decline?
I must admit though, first time in many months that I'm actually here. -
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On 7/26/2020 at 9:27 PM, Beetlecat said:
Did you ever publish/release anything for these stock/BG rotors with sound?
[edit] apparently not -- they flew the coop
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It's been years I've invested time in these things. But I have a V4 and a V8.
Since I stopped with KSP @klond is the main man to watch with piston engines.
I'm waiting for KSP 2. -
I've been unsatisfied ever since the 1.4 update because it wrecked more than 100 uploads to KerbalX.com. Since the devs never seem to listen, I have given up hope and won't invest any future money into KSP 1.
So its a goodbye to the "original" team. I'll put my money in KSP 2.
What will you name your first interstellar colony ship?
in Prelaunch KSP2 Discussion
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