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KSP2 Release Notes
Everything posted by GluttonyReaper
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Hmm, prequels, I guess. Mainly because I didn't see the originals until years later.
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For the record, I still consider the LEGO Star Wars game as the ultimate collection of all things Star Wars. At least, it was good enough that I could pretend to have seen the films for 7 years just by playing it.
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Uh... what exactly do you mean by order? Chronological order? Because I don't think you'll get a whole lotta debate outta that...
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Has KSP ever had a roadmap?
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If you right click on a fuel tank, you'll see the amount of fuel in each tank, and a green arrow next to each (one for liquidfuel, one for oxidiser). If you click these green arrows, they'll turn into red circles. This locks the tank, and prevents engines drawing fuel from them. If you do this at launch with the tanks you want to use with the Thuds, you can unlock them again when you need them and have turned off the Vectors
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1.25m Mid-Level First Stage Engine
GluttonyReaper replied to Silavite's topic in KSP1 Suggestions & Development Discussion
I know it's not happening any time soon, but I liked the way the Porkjet revamp handled it - keep the Reliant as an early-game engine, but have it upgrade to a decent lifting engine through the tech tree, while leaving the Swivel as a nice mid-range. (and then formally make the Vector a 2.5m engine, so people stop trying to compare it to the 1.25m engines all the time ) -
We're actually at a point now where we essentially no idea what's coming up in 1.3. As mentioned, the wiki list is essentially meaningless now (pretty much everything on it is stuff that was said 2+ years ago, by people who don't even work for Squad anymore, and there are a couple of things which are pretty misleading), and Squad has kept quiet about it for now, other than that 1.3 is planned to exist at all.
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part heating for purposeful destruction
GluttonyReaper replied to DD_bwest's topic in KSP1 Gameplay Questions and Tutorials
Absolutely, and I think parts with smaller masses overheat quicker or something. -
part heating for purposeful destruction
GluttonyReaper replied to DD_bwest's topic in KSP1 Gameplay Questions and Tutorials
It also matters where you're doing it - the game models heat transfer through convection. As such, speed and height in the atmosphere will probably affect how quick heat dissipates away from the craft -
I typically play with the half-capacity rule, so I have a lot more crew space than actual crew. Outside Kerbin SOI, 3 crew is the absolute minimum (even then only for Eve/Duna), and I step up to 6 crew per mission once I have the proper tech. Never gone to Jool in a career mode yet, but for a big establishing mission I'd like to take 10 crew, then downgrade to 6 crew for future missions once I have infrastructure.
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"hidden" fuel tanks?
GluttonyReaper replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Fairings are a special case - if something looks like it's in a fairing, then it shouldn't produce any drag at all. Pictures would be nice to confirm though -
Oh wow, I hadn't ever really thought about this. As you said, it is a really, really niche scenario, but I am now curious if a Remote Probe Control Point would allow a manned vessel without a pilot to create manouver nodes without a KSC link. Even if, y'know, I'll probably never end up in that scenario The point is more that, at a glance, having that short-range link on a manned vessel seems entirely pointless, seeing as you have control anyway just by having kerbals onboard. That said, as @PocketBrotector has pointed out, it does serve the relevant (although quite niche) purpose of allowing non-pilots to create manouver nodes.
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I've personally found that Mk1 parts are usable for LKO reentries, but Munar reentries and further aren't very survivable without multiple passes. Mk2 planes get pretty dicey from the Munar reentries, but the extra tolerance means you tend to survive more often than not.
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USI Construction has a nice system that it uses with its 90-degree-only docking ports, where you "soft-dock" purely through magnetic forces, and only fully attaches the two craft when you hit the right angle. It's a nifty little system, and I'm pretty sure it only uses the previously mentioned stock modules.
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Nasty rover-destroying texture seams on Eve.
GluttonyReaper replied to cephalo's topic in KSP1 Discussion
Naaah, it's better this way -
Nasty rover-destroying texture seams on Eve.
GluttonyReaper replied to cephalo's topic in KSP1 Discussion
And here was me expecting some mean bully rover going around beating up those innocent texture seams. -
Combination Flying Wing and Lifting Body
GluttonyReaper replied to Ja3k_Frost's topic in KSP1 Discussion
I'm not sure how well it plays with Infernal Robotics, but FAR is always a good option if you need more aerodynamic accuracy.- 5 replies
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It used to be an issue back in the early 1.0 versions, partially because they produced more heat, and partially because we didn't have radiators. Was pretty fun, you essentially had to make sure they were near some kind of heatsink, or manage thrust and burn time pretty carefully . It's not really a big deal nowadays, though. That said, pad tests aren't really the best way of testing heat production - you'd still be in an atmosphere, which carries a lot of the heat away through convection, which I'm told KSP actually models.
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My most recent... issue was when I accidently jettisoned my heatshield at the beginning of reentry from the Mun. Thankfully, aero forces kept it pinned to the capsule, but I had to be pretty careful with the torque to stop it from sliding off. Got lucky though, landed in one piece.
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aaaaand K-Syndrome strikes again.
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What is the Earliest massive forum controversy that you remember?
GluttonyReaper replied to Rath's topic in Kerbal Network
Yeah, I think it was just HarvesteR on a weekly Squadcast. I don't remember the specific wording, but I'm pretty sure it was with reference to expansion packs. The response to what was probably a thinking out-loud type comment was... not great. Which unfortunately started the First Great Communication Blackout, where we basically didn't hear anything from Squad between updates. Those were dark times -
All the little ones are procedural - before 0.21, all we had were the larger ones. I think there's a bit of confusion on the difference between procedural generation and random generation. Procedural generation is whenever a computer is used to generate anything - it doesn't necessarily have to be different every time or anything. The only advantage is that it means smaller details like craters can be added to planets without someone having to go through and add each one individually. Compare the Mun to Ike, say. The Mun has much tinier, hazardous craters, while Ike has really large craters that are essentially meaningless once you land on the surface. That's because Ike's craters are all hand-painted, while the Mun's were all generated by an algorithm. Still not random, though. Just procedural. Hence why they've been the same since.
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Haha, yeah, that's why mods are a thing I guess, so they don't have to choose.
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