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esinohio

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Everything posted by esinohio

  1. After wading through this post I'm so glad I walked away from the forums to hide after Kerbalcon! I know I was invested in the initial resource design ideas. After toying with the Kethane model of doing things I let my mind fill in the blanks so to speak as to how this mythical resource system was going to work. I had visions of micromanaging an extensive resource retrieval/production system throughout the Kerbals system all tied into a thriving economy. Painfully over engineered and boring, you bet! Fun for me, hell yeah. Fun for everyone?? Well... In the end I can see how my definition of fun might only appeal to a very small community of OCD people like myself It was never about realistic or not realistic for me because I've always thought of this game as great fun that just "borrows" from reality and the sci-fi elements when needed. Personally I'm very excited to how their new ideas of the contracts melds in with any mods the community comes up with. I think there is maybe even greater potential really when you think about the possibilities! And thus the cycle of unrealistic expectations continues from this admitted fanboy. As far as the Kerbalkon twitch thing, I thought you all did pretty well for some developers they let out of their cages to see actual daylight! You all seem to have a focus on education so maybe next time you can nab some free labor for the production work from your local college. Pitch the idea to their arts department and I'm sure you would have film students lined up to intern or for a group capstone project of sorts. Just a thought!
  2. Might have been said elsewhere... but personally the reason I worked so hard to master all the skills this game demands was to do some sort of resource collection. The idea of it being a hard thing to master was appealing to me. Setting up the logistics of multiple Kethane rigs roaming my system was extremely fun for me. Now I understand they said it wasn't tabled for ever but the impression I got was the future of any resource collection would be tailored into some much easier process. Not sure how that will break down but I think I can throw my hat into the ring with those people here who feel somewhat disappointed. I'm sure modders will step in here as they always do but making your game unsupported by the developers isn't a solution in my opinion so this is breaking down to be a huge disappointment for me. Multiplayer over resources? Resources were my end game here and the thought of some watered down system being implemented really takes the proverbial wind out of my sails. edit** "...forget a piece of equipment" You mean like forgetting an antenna to transmit science data in career mode? Just saying your example doesn't float.
  3. I love the depth of field you have on that subway type scene above! Very well done. Not sure how you did it but those lights look spot on like florescent lights... sucking the subway riders will to live as they trudge on to work.
  4. Just mucking about in Blender/KSP. Still from an upcoming video I'm working on. Kerbal is a work in progress and the hat/helmet thing is evolving. Made plane following a handy tutorial, which is good since I have zero artistic ability!
  5. I suppose further begging to buy a print is out of bounds???? Just printing one of those posted here just seems wrong knowing the work he put into these.
  6. If that research lab image were available on poster I would easily spend money on that to hang above my workstation. I wonder if the OP has other art work we could see? I'm only guessing he is a pro artist.
  7. A parody of The 6 Million Dollar Man intro with a Kerbal spin. Needs to be finished up but wanted to pass on the rough cut. Hope you enjoy it!
  8. This was my first Apollo style mission done some time ago for the "Doing it Apollo Style" Mun mission someone posted in the challenges. I think I can credit trying to do that one challenge with forcing me to learn the finer points of piloting I had become content letting automation handle. Certainly not an accurate LEM/Rover combo but I've since refined it many times using what I have seen floating in these forums and my own lessons learned. Getting that darn rover mounted and balanced on the side of the LEM, not this version pictured, was real fun.
  9. Just playing around with camera tracking in Blender. Working to get the lighting right and will eventually have a nice camera track to follow the scene.
  10. Hmmm, I guess I'll hit the search box up there and hunt down some info on some areas that are "less than glitchy" hehe. Thanks! You know the part clipping hadn't even occurred to me. That kit certainly uses a fair amount of clipping just about everywhere so I'm thinking I need to design something similar if I want a base of any real size. Thanks all for the answers! Looks like I have some relocation and redesign in my future.
  11. I'm building a mun base using the kit featured in one of the prior KSP Weeklies. My problem is one end of my base seems to be jumping nearly 20m up when I dock a module to it. Part count is relatively low currently being under 300 parts in the area so far (Under 300 parts in the 2.x Km distance that objects are rendered). This has happened on a prior station on a different part of the mun as well. Near as I can tell on the older base it was related somehow to some landing legs that seemed to "spawn in" just a hair below the surface when you changed to the base from the tracking station or you used the warp feature. I had to stop construction on that base as well because of the growing jumping problem. On the original base the problem seemed to start small then get worse as things were added. On the new station though I have not seen any of the landing legs behave the way the first base did so I'm really not sure why it is jumping the way it does. The first modules dock with zero problems. You can see the station here. After I docked the rear tower the jumping started. The module I docked after the tower jumped so violently it flung my construction rover nearly 600m up. Not fun! What could be going on here and how can I avoid this?
  12. Since I purchased this from Steam, and Steam was crystal clear on what "Early Access" means, I knew exactly what I was getting into when I purchased the game. Personally I thought the idea of joining an Alpha/Beta/etc. as a tester would be fun and rewarding and thus far has been everything I had hoped. I understood there would be bugs and that some playability issues might spawn from that. I actually had small hopes of finding a new bug myself, sadly none yet but over 800 hours in and still looking. Playing to find those bugs has made me better at the mechanics and made it that much more enjoyable. I can see though how some of those bugs might frustrate people. I just work around it and trudge onward. This community is always great for suggesting work-a-rounds. Not sure where the "No solid plans for game completion" comes from. I can only guess you mean there is no official timeline of sorts setup with a release date? While I can see how that would be frustrating to some, for me it is actually encouraging. I like the idea of a non rushed team of people producing quality work. I am perfectly content with the pace of updates thus far considering the major changes each update brings. New patch means back to square one in the great bug hunt! Thus the cycle repeats and my KSP heaven continues.
  13. esinohio

    A Thank You

    Anyone else giving copies away for the up coming holidays? I know I am! I can think of no better thanks to Squad than to pass the word on this wonderful project.
  14. Another great video!!! These would make great Youtube ads for KSP. Hint hint..nudge nudge Squad.
  15. Ok if my wife lays eyes on this before I manage to buy it I'm in trouble. Haha. In all seriousness, this is just awesome. This reminds me of the hardware available for Flight Simulator X. If this becomes available and had a similar enclosure I could pop this right into my already "I got in the dog house cause I spent too much" setup. KSP stretched across multiple screens with separate digital gauges = heaven. You could use this : http://www.justflight.com/product/saitek-pro-flight-radio-panel-for-fsx as a guide for the enclosure. Or something similar would work perfect. The knobs could be dropped, unless you plan to add some sort of "heading bug" or "altitude bug" feature like a plane has to visually warn you when you are closing in on your set altitudes. The angled front makes it a tad easier to see in a setup where the gauges are located slightly below eye level. Its a simple box shape that you should be able to easily bang out given the size of the displays involved. If you have access to a craft store, we have Hobby Lobby locally, you should be able to find small sheets of plastic that are used in crafting. They would be perfect for cutting out a more permanent shape. Relatively strong and easy to cut, drill, and come in any color you can think of. Inexpensive brackets or glue could hold a prototype together. While your at the hobby store I'm sure you could find something to use as labels for the various gauges. Something like small stenciled letters you could paint on to give it that pro look. Someone mentioned switches above... I mean you HAVE to have switches. Cool ones that have covers on them! Like the abort button? That would be a great one to add. Ohh maybe a button for ASAS and RCS that lights up when it's activated. /drool Currently moving so have zero access to tools or anything really. Having the contents of your house surrounding you in boxes is just maddening! So if you haven't found what you are looking for in say a month from now, drop me a line. I would love to see what I could come up with for you.
  16. Stock spacedock I'm building 350km above Kerbin. Crew tug docked to haul crew and supplies to larger stations being built around Minmus and the Mun. Fuel arm was placed well away from hab modules for crew safety. Tested this by ramming a ship into the fuel for a pretty boom. Upper part of station remained intact and undamaged. Dry dock will be used to create an interplanetary ship to carry parts for new stations around Eve and Duna.
  17. Thought our fuel depot could use a docking arm of sorts since everyone else had shot up just awesome amounts of fuel/rcs. Added some more seniors for larger ships as well as a junior docking port for probes. Threw on some lights for the docking ports to ease targeting. I'll upload my video sometime today, I hope!!, or definitely tomorrow. Save file here : https://docs.google.com/file/d/0B6JXoZd-efG_aG81aG5uQThDNkk/edit?usp=sharing
  18. Everyone has given such great advice but thought I would add my two cents. You might also want to take a peek roughly half way down the page here http://wiki.kerbalspaceprogram.com/wiki/Cheat_Sheet . Since you have made it to other celestial bodies I wasn't sure if you were already using that deltaV map that is pictured on the Wiki. It can be a tremendous help planning your missions. Certainly would make it easier for you to design your one shot to Eeloo. Of course you are gonna post your final design for us right??
  19. What I took from the OP was essentially the back story behind using our forthcoming science parts. I'm guessing in the career mode we will be given reasons for going out and doing this science? One of those reasons, like the OP suggested, could be to gather data from the already existing alien easter eggs dotting the system. Or wait, am I not aloud to even call that saucer sticking out out of the ground an alien craft? Will the mere mention of the word alien get the community riled? Wait... I know! It's a weather experiment..... haha.
  20. There is so many more easter eggs for you to find!!! Good luck in your exploration. I hear something is looking at us on Duna...
  21. Saw this thread and thought I'd download blender and play a bit. Zero art experience here!! Wading through the texturing tutorials on Youtube now. Can any of you recommend a good one?
  22. Wow this was a tough one. All those landers are just top notch. In the end I was torn between Mesklin and Karmacoma's designs. I loved the addition of the rover and probe core. I was thinking back to when I started playing and having an example of how you can accomplish the rover/lander combo would have been nice. Certainly would have saved me some headaches! In the end though I voted for Karmacoma's design just because it looks so darn sexy.
  23. When trying to figure out your DeltaV requirements I've found that the cheat sheets available in these forums are a big help. You can find a great thread here that has a nice DeltaV map as well as a few links to transfer window calculators. This might make planning your Duna mission much easier! Good luck! Be sure to post some pictures over in the Fan Works thread so we can follow your successes! DeltaV map here : http://forum.kerbalspaceprogram.com/showthread.php/41652-A-more-accurate-delta-v-map
  24. As you posted you will need to use one of the two controllers on your craft. The little multi-colored lazors can be placed anywhere on your vessel except for the caveat of the purple lazors, think they are purple anyway, that can do the hovering and I think tractor beams. Those need to be placed with a bit more care but with some experimentation you will quickly see what I mean about placement. There are several great picture demos located in the release thread for this mod. You can find them here http://forum.kerbalspaceprogram.com/showthread.php/9923 . Now for Sync'ing I guess your talking about the fuel transfers and the remote control? I'll have to download it again and double check but I believe the craft you are trying to remote to needs to have the lazor system as well but I could be entirely wrong about that one.
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