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PwnedDuck

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Everything posted by PwnedDuck

  1. I honestly can't give any input on plane performance because I have never even touched them. I have only flown Rockets, and am having problems with drift when burning maneuvers, making gravity turns, and when trying to orientate a ship in space (e.g. For maximum solar coverage).
  2. I'll put this into a simple before-after review of my experiences: Gravity Turns: Before: lean over slowly and then activate SAS: ship stops leaning, achieves spaceflight. After: leave SAS on, lean over, ship continues leaning way more than needed, begins to roll. Fight it into appropriate place, and it leans over again. Fight it back, cycle SAS, ship begins to move in complete wrong direction (towards vertical). Continue fighting all the way up to orbit. That is worse. I am expending more effort on more pointless busywork. Constantly pressing A and D where I should really be focusing on other things is not an upgrade. At all. Maneuvering in space: Before: slowly point onto node, activate SAS, wait five seconds for full adjustment then warp to burn, where I do absolutely nothing because the ship remains pointed along the node. After: slowly point onto node, activate SAS. Ship continues to drift, and comes to a stop several degrees off the node. Activate fine tune controls and make tiny taps until I am on the node, then activate Time acceleration to stop SAS messing it up. Come out of warp at burn point. During burn, must repeatedly correct for SAS doing naff-all to stay pointed. This.Is.Worse. I should be able to make my ship be pointed in the right direction without drifiting, and not have to exploit the fact that time warp puts physics on rails to do that. Stations. Before: SAS is useless, and just creates constant vibrations. RCS would just be wasted. Exploit time warp to orientate stations. After: move station into correct position, activate SAS, station comes to a stop about 30 degrees off of where SAS was activated, where it should be facing. Huh. Better just use time warp. Conclusion: SAS is now avionics package in disguise, but is also heavier and requires electricity. Manila input is constantly required to maintain heading. Fun fun fun! I'm not coming back to .21 till this changes, or till mechjeb is back. Snazzy new parts are not worth this nonsense.
  3. So can I have the old functionality back then? Because the new one isn't useful. If the "intended purpose" of the part is to let the rocket drift off course, and to make it roll spontaneously, the it's doing a fine freaking job...
  4. Sadly not. 1.5 meter parts, 5 reaction wheels and 4 RCS thrusters with more than enough electricity...
  5. I am hating the new SAS system, if I played for long enough I would start to love the new parts, and everything else is so much pretty fluff. Will play .20 till .21.1 fixes the SAS, or till mechjeb means I won't need to fight for control of simple rockets.
  6. Rockets are not cooperating for me. With more than enough torque, a rocket that worked perfectly well in 0.20 will begin to spontaneously roll and drift, and the SAS does nothing. Even when I turn in RCS, the SAS is happy to just let the ship change heading. Give me KILL-ROT any day over this: oh wait, mechjeb doesn't work!
  7. When saves do break, does it seem reasonable to the KSP forum to cheat stations back to their exact previous orbits and then continue as normal? It is what I'm going to do, and if any of my craft dissapear or get flight ended accidentally in .20, (as my 4 launch, several hours of work Gilly station did) it is what I already do. How much is it cheating to restore status quo in a fraction of the time and effort used to first create it?
  8. Yes. I would happily wait a little longer if it means redoing of all planets and only one save-break. I don't care, that the game is in alpha, I do not think it is entitled to prefer the convenience of save-breaking changes to be grouped together. I simply do not care how necessary it is (and I fully understand that it must and will happen), but save-breaking will never be anything but a massive annoyance to me because it takes away hours of effort. It is that simple. If I paint a beautiful painting in black and white, and the colour mauve is invented, If I want to implement mauve, I'd rather paint over it, than trample it, at every available turn on the path to all th colours being implemented.
  9. Well, the idea is to have boots on the ground on as many bodies as possible, for when we get mining.
  10. All bodies within visual distance of each other, multiplayer becomes priority number 1. to implement, there will be friction in space... (I'm not making the obvious dlc joke here)
  11. I remember these. I just hope they get implemented...
  12. Good grief, I hope resourses don't turn into "you found kerinium! Well done! You unlock the nuclear engine!" I will honestly be dissapointed unless the system is something like collecting a resource with a drill/scoop, and processing/combining it into a usable resource/part with another set of parts entirely.
  13. I'm starting to regret all the effort I focused on setting up bases or stations, but since they won't persist anyway, I am doing a lot of 'go-land-flag-leave-home' missions: I am in the middle of one to Eeloo right now, and fuel is running much lower than expected so it's getting dramatic A.K.A fun.
  14. I am not judging this update (though I am judging .19 and .20) I am judging what we have been shown so far, and the excessive coverage of the remodelling toes the line between just annoying me, and worrying me that they don't really have much to actually hype about. I am perfectly happy that there is a new VAB. Now, once that's out of the way, I'd appreciate something to, you know, do...
  15. And some people are satisfied by planets, manoeuvre nodes and the like, and not just graphical changes. Did the devs spend all of the leadup to .18 talking about the part retexture? No? Because actual features were more worth talking about, and whilst we know every nook and cranny of the 'new' KSC', we have seen nothing of the astronaut complex, and after that video hear little to nothing about the new SAS. And despite all this, I am glad to own KSP, and have faith in the devs. That does NOT mean I have to think they are right in everything they do.
  16. Drifting over Bop with Jool, Laythe, Vall and Tylo hovering in the sky is as good as it's got so far. I'll withhold a full opinion till all the celestial bodies are in the game
  17. No chance. No mining, no hydraulics/robot parts, too few planets without a whole lot of stuff going on on them or things to do, no further solar systems, no off-planet bases, and uninteresting aerodynamics/spaceplanes. So, no sell. I bought KSP partly as a result of hoping that these things would be implemented.
  18. Let me firstly make something clear: I am not asking for achievements, nor do I care whether they are in the game. That said, I am a little curious why every time "progress records" or "achievements" are mentioned by the devs there is a hasty qualifier that these are 'not even slightly' like steam achievements. Steam achievements are also mentioned on the wiki as being something that will not be implemented. I don't care if they are, but I honestly do not see them as bad, and when I play other games, all achievements do to me is perhaps make me chuckle if and when they appear, provided they are interesting or funny. Both this reaction, and other people viewing them as minor challenges to achieve seem to me to be positive reactions, so I can't help but wonder why the opposition to them is so strenuous.
  19. Dell XPS with cheapest available graphics card and intel i5 plays KSP like a dream, but inst very mobile due to low battery..
  20. Not much. Strange as it may sound, a VAB retexture does not inspire my explorative urges. I'm waiting for an update like mining, aerodynamics or a new planet to go to before I'm going to do anything other than install it, have a look, and then play something else for 2-3 months.
  21. Also, land on some of the high mountains to save a few m/s. You can alyays walk down to the lakes if you want to see them...
  22. Sometimes, stations that took hours to put into position just disappear. That isn't my fault, and I'm not spending hours fixing it, so I just hyperedit an exact copy into the same position. The 0.20 update trapped my mun-base of 5 buildings (8 launches to construct in total) 200 feet under the surface. Doing anything with them made them explode. I'm not sorry for using hyperedit to get them back on the surface intact; I'm not throwing away 10 hours of flight time for a glitch's sake... Otherwise, the only mod I use is mechjeb, and that is for takeoffs (which are incredibly boring yet require attention to not mess up), for data panels, and for doing things I have already regularly done (flying yet another Kerbin-Mun transfer proves nothing about my abilities, only my patience and ability to watch numbers slowly increase, which are not things I bought the game for). I do all my landings manually as well.
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