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KSP2 Release Notes
Everything posted by GluttonyReaper
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I remember someone having this issue before. IIRC, they found that this is actually a browser issue - if you download the PDF, it might be alright.
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I think the largest issue is actually the physics here - when moving that fast, the game doesn't really register one part of the craft hitting the ground first. Instead, you just have one physics frame where the craft isn't touching the ground at all, and then next frame everything is suddenly underground and explodes - which means it's really hard to have a single high impact-tolerance part which protects other parts.
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Apparent diameters of celestial bodies in KSP
GluttonyReaper replied to NovaSilisko's topic in KSP1 Discussion
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One that I thought of when I was very young was, uh, jugglers. The idea was simple and effective - rather than wasting space and energy carrying lots of equipment, you would just hire jugglers to carry all your stuff via juggling, obviously. Apparently 7 year old me didn't understand that juggling actually gets harder the more you're juggling, and that, y'know, jugglers are people too and need to eat.
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Worth it for those 30,000 funds though, right?
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So, I drew this yesterday (among a few other things). It's not strictly KSP related, and it isn't the best drawing in the world, but I thought the idea was pretty neat.
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1.1 is seriously bugged, but comes it as a surprise...
GluttonyReaper replied to Temeter's topic in KSP1 Discussion
I think I'm starting to see why people thought Communism was a good idea. -
Love the idea of this mod, it's nice to see so many features integrated so well into each other. Just a question - is the lifetime for random failures permanently set at launch? i.e. can you just skirt around failures with quicksaves, or will the same part fail at the same time, regardless of how many times you quickload?
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Yeah, it's fun and all, but it's so time-consuming that only ever really pick it up every few months or so. Two full days of work for a minute and a half of footage is little bit too much to be dealing with too frequently.
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https://www.youtube.com/channel/UCkQHxOyS5BIN6agFNVs78Ag I've got a few bits and bobs, mostly blu-tack animation tests.
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Tried it for a bit with friends once, it was fun, but not as fun as mafia in real life IMO. There's something about looking into someone's eyes as they lie to you that's irreplaceable in my mind.
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Starting Fresh 1.1; Career advice?
GluttonyReaper replied to Norok's topic in KSP1 Gameplay Questions and Tutorials
There's also this mod: Kerbalism It does ... well, more or less everything. LS, simple communications, radiation, and so many other things, all integrated to work really well with each other. It's still a relatively new mod, and such isn't fully integrated with other mods yet (e.g. mod command pods don't provide entertainment unless you tell them to), but it looks really fun, and adds a nice extra layer (layers?) of difficulty to the game. -
Yeah, this is for an "event" that happened quite a while ago, well before the Tim Peake stuff.
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Practical uses for superpowers
GluttonyReaper replied to RainDreamer's topic in Science & Spaceflight
Nah, this is way more fun. "Hey, where's all my money gone!?" *checks bank account* "What!? I didn't buy that!" *checks receipts* "Oh. I guess I did." -
My assumption is that the only way to do that (because of how 3D models work) is to make a runway that uses several flat segments, each slightly tilted to take Kerbin's curvature into account. Which I don't think is particularly useful, because you either need lots of small segments, which sounds like extra lag for little gain, or a few larger segments, which would create little 'lips' where the segments join, which kinda defeats the point. There was another thread which discussed all this, and it was noted that it might also mess with mods that resize Kerbin, where the curvature would naturally change.
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Part Stock
GluttonyReaper replied to CodeFantastic's topic in KSP1 Suggestions & Development Discussion
Yeah, I quite like this method, it's fairly similar to the method that KCT uses for determining how long it takes to build a ship, where the more you use those parts the less time it takes to build a ship using them. I think it would be nice to have some kind of system where you can modify existing "stock vehicles" (like slapping on boosters or changing the science instruments on a satellite), but it, of course, costs extra, perhaps trying to strike some kind of balance where it is often cheaper to modify existing vehicles to extent, but it becomes cheaper to develop a larger, new set of stock vehicles after a point. Not quite sure how you could track that, though, perhaps something to do with subassemblies? -
Eh, I kinda like that there isn't any set lore, gives us space to make our owen. That said, there is this little piece written by an ex-dev (spoilers, I guess): http://pastebin.com/3vvjushy
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That just means you're three times as likely to catch one, right?
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Drag from the cargo
GluttonyReaper replied to seaces's topic in KSP1 Gameplay Questions and Tutorials
Might be slightly outdated, but here's an old(er) devblog on how cargo bays handle drag: (I could have sworn there we pictures, but I guess they got lost in the Great Forum Transition.) -
One thing I'm still quite proud of is the Minmus base I built back in 0.23 (0.22? 0.23.5? I don't really remember...). It was one heck of a lot of fun figuring out how to attach all the different modules together, and all the shenanigans that came with it. The whole thing kind of shows the progression of my building with time, with two one-man landers hanging around it, one entirely ion-powered, and the other the remains of a (successful) Tylo lander test, which of course was entirely Spark propelled. So yeah, fun times. Would have done it all quite a bit differently nowadays (like launching more than one module at a time ) but it was all a great learning experience.
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Rocket with jets is nice for Laythe, good for precision landings.
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We're in the running for an education award! (Vote here!)
GluttonyReaper replied to NathanKell's topic in KSP1 Discussion
Yeah ... especially considering there are only about 15000 votes in total so far ... that don't seem legit. EDIT: ...and if you take away the 7917 dubious votes, KSP is actually behind by a few hundred votes. Get voting, guys! -
How to keep SSTO space plane from flipping.
GluttonyReaper replied to Tingle's topic in KSP1 Gameplay Questions and Tutorials
Oh man, look at those old parts! Makes me appreciate the new ones a lot, especially the Mk3 parts.