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Everything posted by John FX
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Possible Solution to the Multiplayer Issue
John FX replied to Tex's topic in KSP1 Suggestions & Development Discussion
I can remember why I originally became interested in multiplayer. It was to run 2 copies of KSP on my machine, on 2 monitors, so I could have the VAB open and the flight scene at the same time. Then when mechjeb is launching a craft I can be designing another. All I have even wanted was to be able to press `launch` and the craft appear on the pad of the other machine which would then take over control. If KSP could use multiple windows that would almost be as good although it would not take advantage of the extra cores I have. -
Possible Solution to the Multiplayer Issue
John FX replied to Tex's topic in KSP1 Suggestions & Development Discussion
It is the only way I have read that seems like it would work, someone wants to warp, they request, when every player accepts, warp happens until one player needs to do something. Of course if one player is doing multiple mun missions and another is going to Eeloo the latter player will be very bored and may not ever control their craft again. -
Should KSP have a Delta-V readout?
John FX replied to bsalis's topic in KSP1 Suggestions & Development Discussion
That is good enough. It sounds like far too much work to do the rest. Thank you for stepping up and doing the work @SQUAD said they would do but have not. This is a good example of why I have given up on squad doing anything and all I want now is for KSP to be as moddable as possible. I just want them to get rid of bugs, make the API as open as possible, and make the code stable because then mods will become stable. -
Should KSP have a Delta-V readout?
John FX replied to bsalis's topic in KSP1 Suggestions & Development Discussion
That looks very much like the way I imagined a stock readout would look, numbers for each stage, style matches stock, I assume you could click on the stage number in the staging list to show/hide details and a button at the bottom for the settings? -
Bring Back the Barn!
John FX replied to pallyme's topic in KSP1 Suggestions & Development Discussion
And exactly this reason is why I thought it was relevant that there had been no mention of a version number since 1.2.2. We all knew development had stopped, the talk about it had stopped, and by development I mean the business as usual development of the stock game, not expansion packs or localisation style development. Of course work will still be done on the stock game but only to allow expansion packs/DLC to function well. Personally I would like to see more building levels available in career, it is a shame that people complaining about the model and style used has lead to the whole concept of tier 0 buildings being scrapped, conceivably due to there being only being so much time left to work on the game and other stuff was always more important so the choice was between accept the barn or lose a tier. We chose. I quite liked the barn. -
Does anybody else think Jeb and Val should hook up?
John FX replied to imkrazy's topic in KSP1 Discussion
No. -
Possible Solution to the Multiplayer Issue
John FX replied to Tex's topic in KSP1 Suggestions & Development Discussion
I am not sure it would work, the planets currently move faster with time warp and under this system they would not, this would affect many things. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
John FX replied to Padishar's topic in KSP1 Mod Releases
Sure, no problem. I will revert the mod to vanilla by changing the current value back to 1024 then load KSP, go to the same craft and get a full graph of data then take a screenshot, then pad, wait for another dataset, take a screenshot, then I will try to repeat the same situation after that, repeated alt-ends and another screenshot when a fullgraph of data is there. Can post a log as well if you like. EDIT : It would seem all was OK this time, don't know what caused things to do what they did last time. As you can see, numbers stay sane and GC is far less often. -
Should KSP have a Delta-V readout?
John FX replied to bsalis's topic in KSP1 Suggestions & Development Discussion
But that is a good thing. I am not sure but they may have been using sarcasm to make the same point. It is hard to tell on the internet. Squad have perviously said they had done good work making requesters etc easier though, and the guts of the code has already been worked out for KER and MJ. A Dv readout is not much more than that. It would not be as hard as some other features that are wanted, like multiplayer for example. I am not sure that will ever happen. Anyway, my point is they would not need to reinvent the wheel, just take good advice from those who already have. While it may not make the job *very* easy, it would make it easier than starting from scratch with awkward requester code like it used to be. -
It would indeed be great to play a version of KSP where the P part had meaning. Is it similar in any way to the mission builder in KerbalEdu? I must say I am having trouble figuring out any possible difference between a `mission` and a `contract` other than a contract would have a reward at the end. Any chance of some clarification? A rose by any other name would smell as sweet etc.
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Should KSP have a Delta-V readout?
John FX replied to bsalis's topic in KSP1 Suggestions & Development Discussion
There is nothing about a Dv readout that would stop you from doing that. I imagine you currently have various parts weight, fuel capacity, thrust etc copied to somewhere not inside the game so you can do the maths, if so there would literally be no difference, it all happens outside the game anyway. At worst it would confirm your maths is correct before you press `launch`. At best your maths would be more accurate than the readout. For the rest of us it would greatly enhance the stock game. Also, I cannot believe this thread is still active after nearly 2 years with no sight of a Dv readout or anything resembling `Schmelta-Vee` Sometimes I am sure Squad just say words then forget them. -
Not everything that is a mantra is a good idea too. Squad could do with adding a bit more function to the game. As I say above, the interface would be as simple as a GUI could get and still be called such. Not much more complex than a tweakable at all. As you say, they seem to be allergic to going that last bit to make the game polished, they seem happy to just have it work.
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Even if we could pick the amount of seconds before the thrust tailed off that would be a start although having the ability to properly set a thrust envelope would be far better and not much more complex for the user. Obviously not setting any points means a SRB acts as it does now. Just initial thrust, time of min thrust, time of max thrust, which would also be the time thrust fade started. If it was a graphical interface you set start thrust, drag one point down to set min thrust and time, another up to set max thrust and time. That`s it. Any simpler and I am not sure it is worth it.
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1.3 Part Suggestion MEGA THREAD!
John FX replied to TopHeavy11's topic in KSP1 Suggestions & Development Discussion
Variable thrust for solid boosters. I have started a suggestion thread for this just now.- 52 replies
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- part suggestion
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In RL solid boosters are tuned by adjusting the width of the gap in the centre of the solid fuel so that their thrust can vary during the burn time. This allows engineers to tune them so that they provide appropriate thrust at various times during launch. Increasing it after 55 seconds for throttle up for example. It would be good to be able to do that in KSP. Obviously this could only be changed in the VAB as opposed to an SRB having a throttle. A quick google for images came up with this one for (I assume) the shuttle solid boosters. I would imagine the dip at 52 seconds might be Max Q.
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It would be nice if prices, EC, fuel and other units of measurement were rationalised to closer match real world numbers, like 1000EC would be 1KW (or KWh), fuel in litres, 1 fund roughly $1000 and so on. Then `balancing` of those values would just involve looking at the prices of things. This would lead to early tech being way more expensive than later tech for the same function, or later tech would allow more function at the same or lower cost. The computer on Apollo 11 for example was very limited, heavy, and cost a great deal. Later computers of similar power now weigh grams, cost pennies, and are far more capable. Rocket tech has gone through a similar change although nowhere near as dramatic, from early engines with no throttle, low Isp, low burn times to modern engines which are approaching proper re usability in the real world. Anyway, back on point, the real world is a great resource for information about balancing the costs of items, fuel and so forth.
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I`m still not sure whether I would prefer a flat runway or one which was the same distance from the centre of Kerbin along it's length. Normally it would not matter but Kerbin is so small...
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ALBUMS! (runs around in circles laughing and clapping)
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Wow, has it been nearly 3 years that we have been waiting for the mythical curse client for KSP?
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Ouch, That's rough.
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The thing I have noticed is a few repeats of the word `tedium` connected to multiple launches of very similar craft, and a desire to properly manage a space program, possibly with the kerbals flying the ships.
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