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KSP2 Release Notes
Everything posted by PDCWolf
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I still can't get any "cryptic message" or such out of it.
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00:50 "¿De verita'? (Really? said as mexican as it can possibly be said) 00:51 [...]bien -a single non understandable word- teresita 01:15 "Si le aprieto aqui, o aqui, o por aqui" (kinda like "what happens if I press here, or here, or here", not sure if its in an asking tone or not) 01:17 "Maravilla Mac" (Maravilla means wonder) 01:18 "Cagote" (Or something like that, mexican dialect for sure, so I have no idea what this word means, could be a bad word for all I know) 01:21 "¿Qué qué? (Wait, what, in a semi-alarming tone) 01:22 "No me importa" (I don't care) 01:24 "Todo esto humm una porqueria" ("All of this, humm, is trash" in a not what I paid for/not what I had in mind way) 01:30 "Mateo ---- toque" (Mateo is a name, un toque is like poking something and/or "Wait a second") 01:35 "Elas Enrique" (Enrique is obviously a name, the other word could be wrong or could be mexican dialect again) 01:46 "Aqui tengo muc-" ("I have a lot here" missing part of the sentence, seems incomplete) That's all I could hear from it, too bad there's no cryptic message.
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early game rescue missions are way too easy for too much gold.
PDCWolf replied to lammatt's topic in KSP1 Discussion
well, can't say I didn't try to have hope on this one. Gotta wait for a mod to fix this as usual. -
early game rescue missions are way too easy for too much gold.
PDCWolf replied to lammatt's topic in KSP1 Discussion
I dont mind the first 3 or 4 being easy as a simple rendezvous, the real question would be: do they get harder with time? I'm at a 1kk funds and around 900 rep and I'm still getting "test my srb on water pls" missions along with companies asking to explore Duna and Ike. I've completed 38 contracts (in like 18 flights) and most of them were "go water/space/stupidlyoverdoneRNGaltitude-speed and test my part" and I though they would kinda get harder with time (Fix our orbiting telescope, place a sat here or there, dock with this ship and save its crew, stuff related to precision landing, short time rendezvous, etc), but it seems that such things are not happening, which is a huge letdown. To be clear, I don't mind "easy" missions as long as they get harder on the way, which doesn't seem to be happening at all and I think I have made enough progress for that to happen. -
Gotta love how people talk about resources with kethane in mind. Kethane is as far from what the devs promised as it could possibly be. You mine kethane just so that you can go somewhere else and mine some more. With resources, supposedly, you would be able to repair ships, maintain bases, have true re-usability, life support-support, and an actual motivation to do all the things you can actually do in the game. It would have added a complexity and replayability layer to the game that an RNG "go to <insert planet> and do <insert goal>"/"Put a satellite in <orbital parameters>" contracts system could ever do without being as grindy as science either.
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Should KSP have a Delta-V readout?
PDCWolf replied to bsalis's topic in KSP1 Suggestions & Development Discussion
I don't remember nor have found anything about snotlings being sent via wormholes. That's Bac9 on his "The making of new KSC" dev blog. The biggest problem comes from trying to take something boring, tedious, dangerous but beautiful as spaceflight and trying to turn it into something the majority considers fun and easy. It's just not going to work and these kind of conflicts are going to sprout on every single little step in the development of KSP. Obviously the money is on new players, so yeah, easy and "fun" will always win because that gets you more money. -
Should KSP have a Delta-V readout?
PDCWolf replied to bsalis's topic in KSP1 Suggestions & Development Discussion
Yes I love that quote. Yes, there should be a DeltaV readout, and other readouts as well. -
Since when is FAR a hardmode mod? It makes the game way more intuitive if you have a minimal idea of what you are doing, on top of that stuff requires less D/V to get to orbit. Anyways, most life support modules end up turning into "add this part so that your kerbals don't die" thanks to recyclers. I would consider using the entire "realism overhaul" if what you want is difficulty. If you want to keep it more stock, then use things like deadly reentry, engine ignitors, that one mod that moves the KSC to get it out of the equator, and maybe a life support mod like TAC, which is still lacking, but will require you to do resupply missions and makes setting bases more difficult. The second half of difficulty comes with setting yourself restrictions like trying to keep kerbals alive, keeping rockets cheap, using a series of launchers instead of a new rocket for every payload, etc.
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Opinion from roleplayers: Does the LV-N release "radioactive" exhaust?
PDCWolf replied to r4pt0r's topic in KSP1 Discussion
Well, we are talking about roleplaying, and the description says there's a radioactive exhaust. Even if the real counterparts don't have it, there is a hint in the description that this one does. Somehow you are now assuming the "stupid expendable little green guys who build everything with space duct tape and junkyard parts" are capable of creating a nuclear engine so safe that it doesn't emit a radioactive stream even when the description says it does. That's some hardcore nitpicking right there. Probes don't need to get back, unless it's a flyby. Manned missions to a planet that has a very hot surface temperature are not planned on my schedule. Even so, you can do it without Nervas. -
Opinion from roleplayers: Does the LV-N release "radioactive" exhaust?
PDCWolf replied to r4pt0r's topic in KSP1 Discussion
Wow, there's people that think the LV-N is not radiactive? jesus. Anyways, haven't touched LV-Ns since 0.19, I consider them easymode. -
Why is the Kerbodyne Adapter chipped and scratched?
PDCWolf replied to r4pt0r's topic in KSP1 Discussion
It's made to match the "placeholder-that-ended-up-getting-us-more-money" style of the game -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
PDCWolf replied to blackheart612's topic in KSP1 Mod Development
Hard to say, but you started with things that changed a lot (to put it in a way), like the retexturing project and the LES or the LV-900 which were different but they still adapted to the stock game, now you seem to be aiming for some kind of a full conversion to a different stile (like what AIES/KW/Novapunch do) and/or a "full puzzle set" like the rocket packs that are all over the place (like the delta rockets, angara, falcon, etc). Anyways, it's just a personal preference and, as I said, your work is great. Did you even READ what I said? -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
PDCWolf replied to blackheart612's topic in KSP1 Mod Development
I do not like the path you've taken with your mods, but hell, you are a freaking god, every time I check this thread I see something new and not only that but whatever it is it looks great. -
Better Atmospheres Development Thread
PDCWolf replied to Thesonicgalaxy's topic in KSP1 Mod Development
Reminds me of "OAVE" for orbiter. Rated 5 stars -
I use the ones I made for the L.E.S. Pack. You can do more magic with them because of the included decoupler and they feel better than the stock version.
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SPACE X new Falcon 9 has landing legs on its booster stage - WANT!
PDCWolf replied to Wooks's topic in The Lounge
It is totally possible in KSP, but yeah, having those aerodynamic looking legs would be cool too. -
I think this proves 2 things: •The include and forget behavior, where they make features and then totally forget about them (Spaceplane parts, visual effects, aerodynamic model, inconsistent colliders, lack of 3.75m parts, etc), which is obviously inconsistent with the "keep everything as polished and bugless as possible before releasing" update model they follow. •Making the game for the lowest common denominator. Because it made the game harder, they just complained until mechjeb got updated, go figure. It is 100% certain that resources are coming, they even showed them on stream. oh wait.
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Conqueror-3 - SLS-Apollo Style Mun Rocket.
PDCWolf replied to PDCWolf's topic in KSP1 The Spacecraft Exchange
Yeah, I remember the previous version (the payload being exactly the same) taking like 200 parts. -
Conqueror-3 - SLS-Apollo Style Mun Rocket.
PDCWolf replied to PDCWolf's topic in KSP1 The Spacecraft Exchange
Yeah, I was indeed going to write SLS, don't know where the T came from. It's fixed now. -
The Conqueror-3 is an SLS based rocket with an Apollo style mission execution.You fly an "SLS-Pyrios" for the ascent and then a classical "Saturn" for the mun part with the "turn around and dock with the lander" maneuver and everything, even rover, included. To correctly showcase the rocket and its capabilities (given it is presented as a full craft and not as a subassembly) I decided to show you the "full" mission. Mods required: Procedural Fairings Wolf Aerospace - L.E.S. Pack (Pictures include Kerbal Engineer, but I removed it from the craft. I used my own LES instead of the stock one because of the included and very useful decoupler) You obviously start at the pad, the rocket doesn't need launch clamps. Lift off at any desired time. The pyrios boosters are eject-on-flameout like most things, so no need to picture that. Second stage separates from the main block, separate the LES when you think you no longer need it. Set up your maneuver node and use the second stage to execute it. Once you executed your maneuver and you are en-route to the moon, activate the big staging event. It separates the fairings and the CM+SM YOU NEED TO DECOUPLE THE DOUBLE FAIRING RING MANUALLY so you need to EVA someone to get into the lander. This part looks specifically beautiful. Once trash is out of the way (or you push it out of the way with EVAs or the lander), open the solar panels on the SM+CM, turn around and dock with the lander. When en-route, perform the needed maneuvers, if any. Once at mun, brake into a parking orbit of your desired altitude and transfer another kerbal to the lander. Undock the lander from the main module, stage so that the 2 engines on the lander activate and then proceed to lower your orbit (I use 11x11km) Land, plant your flag, get some nice text on your plaque, take a commemorative picture, etc. Separate the rover from the craft with the next stage and get rovin', they'll see you rolling and they will be hatin'. Leave the rover behind for future generations to admire, board your lander and lift-off. Don't worry, the rover is cheap. After the rendezvous with the SM+CM and corresponding crew transfer, transfer the remaining lander fuel to the SM, undock and burn your way home. If you take the long road, you can do multiple-pass aerobraking. Make the first pass is 36.5km (you set this heigh when you burn at the Mun), the second should be 40.5km and then circularize the orbit at 75km with the remaining fuel. Once there you can decide where to land. Once you are ready with your deorbit burn, separate the CM from the SM. I like doing this as my final inclination adjustement, so I separate it looking either north or south. Activate the parachutes early, they won't open until the CM has reached 500m/s so there's no fear of they catching fire. The rest is just waiting. That it. Download: http://www./view/aawm20oz0wmrn79/Conqueror-3.craft
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I really like the looks of the game's planets. [DISCUSS]
PDCWolf replied to Bearsh's topic in KSP1 Discussion
I don't think that way. While they are pretty well done they still feel the same barren rock with a heighmap added and the same texture with a different color. Now add the fact that sunsets and sunrises are reversed (the wrong side gets the orange color) and that the horizon is pretty screwed up (pure white on the bottom) and that the atmospheric effects feel really really dead (no atmo haze for example). Now add the lack of clouds and the simplistic oceans and you realize how dead everything looks. This Kerbin feels unique and alive. Even without clouds. -
Balancing engines is really easy, all you have to do is ask yourself "Does my new engine nullify the already existing ones?" If yes, then you did something wrong. Balancing the other parts may be a bit harder, because you are dealing with things like "How useful is this" which is way more complex to answer. I think their care for balance went downhill as soon as they added the R.A.P.I.E.R. and some think it traces back to when they added the 48-7. In fact, it could be totally traced back to the addition of the tech tree, since you go from "is this balanced" to "I'll just add it latter in the tree"
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Procedural Fairings The SLS is using Blackheart's fairings with a slight modification from my part
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Asteroid Capture Difficulty vs. Your Expectations
PDCWolf replied to elxverde's topic in KSP1 Discussion
Way easier than what I expected. I admit my first capture (100000kg C class) required more than one ship, but it included an orbit reversal (from 180º to 0º inclination) which was possible only thanks to the Mun. With the second asteroid (30000kg B class)I pulled a NASA and even used SLS replicas to do it, easy as all hell. First asteroid is on a synchronous orbit: Second one is on a retrograde 100x100km mun orbit. I think the harder part for most people is the initial rendezvous with something so close to Kerbin but so far at the same time (inclination/radial wise), once you overcome that, it's a cakewalk. -
Hello there, I've been using this mod since it first came out and it's amazing, there's just no rocket without procedural fairings on my saves. Just now I began to play with the parameters on the configs and realized that I can't change THIS (see image) height. Is there a way (One that doesn't include using the base ring which has a lower "base height") to modify it?