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Tw1

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Everything posted by Tw1

  1. Personally, I thought this moment was coming ages ago when they began developing career, and revealed science to be designed as a point scoring mechanism, rather than something designed to bring the experience of exploring another planet to life. One problem is, they've made grinding the key way to achieve in a game about space exploration. Plus, where they could have made career's focus about managing and running a space program. Giving you tools for tracking your budget and planning trajectories, and challenges like making sure you don't let kerbalnauts starve, doing enough interesting things to keep the population interested and funding you, and keeping your ) they instead made it about unlocking things. Things you need to go space exploring. It's not that running a space center type things aren't there, they just seem to play second fiddle to the goal of unlocking things. New buildings, or new parts in the list are big and obvious, whereas your achievements in science are buried away as a fairly non-descript list. Plus, it is rather backwards. The purpose of your space exploration is to unlock better tools for space exploration? And once your space center is fully operational, you've finished the game? Off course, you could go land on all the planets, but there's not a lot to do, land, click on science, fly away not needing to return. I don't think they've re-thought the plan a great deal since the game was just a rocket builder. Contracts do go some way to filling in the gaps, but only carrying out tasks that other companies have requested of you doesn't give you a great sense of ownership over your space activities.
  2. I actually would prefer the opposite- an open ended game where your in space operation gets more and more complex. Bases to run research, and take tourists to, stations throughout the solar system, each having a strategic purpose, (rather than just being there because someone paid you) There won't be an "it's finished" point to real space exploration, so I don't think it's a good idea for KSP. While having things to achieve isn't a bad thing, having the game be all about ticking of tasks distracts from the main experiences it offers, and limits its potential.
  3. Better science, ground exploration mechanisms, like taking photos of stuff, and drillis and surface samples that give you actual data, and overhaul of the game mechanics to focus on in-space activity and sustaining a space program, rather than unlocking stuff, and going on fetch quests for money.
  4. I was having this problem, but couldn't find any misplaced kerbals or modpart contracts. I downloaded the stockbugfix pack, and the problems seem to have mostly gone away. But occasionally, it comes back. Then, I open the F12 thing, and press clear input locks, and that brings everything back to normal.
  5. Coulds would be cool, but if I recall a post by B9 a long time ago, the way E.V.E does it is not the most memory efficient. It uses many large textures to create the cloud pattern, when using some sort of procedural noise or something would make that unnecessary. IDK, this isn't my area of expertise.
  6. While there are certainly things to improve, and really think that the original goals should have been reviewed at some point (*cough* sceince *cough* ground exploration *cough*) it probably makes more sense to polish up stuff. Unless you work on important optimisations, like on demand loading, multi-thread physics, etc, but that stuff sounds like it would take a while.
  7. Infinite fuel may have been required, but that craft taught me a lot about making multifunction craft, and inspired a generation of mobile landers, like the one above it. That '0.18 romp around the solar system still has a special place in my memory. I consider this event something either in a sci-fi story, or in the far future of most of my saves. Looking forward to see how your video turns out!
  8. Allow me to borrow from Susan, a character from EGS, whose zombie plan is the most sensible one I've ever heard:
  9. This is why I like that some stock parts look a little dodgy. Homemade contraptions are fun. Yeah, This one was cheat powered. Gotta have some Mainsail+Orange tank lifters in there Prototype Eveboat url=http://imgur.com/JUE9CRm] Use as you wish
  10. I squashed some bugs, cleared out some glitching ships, and nursed my oldest still running save back to health again. Then I trained Kerbals en masse. I also decided to visit the site of my first Duna landing. That place was pretty dramatic. But erosion had not been good to it. Meh. Some recommend me a new cool place to land.
  11. With the new, larger parts, it makes less sense, but why not migrate the old parts over to KIS? Though the large one would be pushing it in high gravity, the small one was pretty reasonable for a tough kerbal. It was good fun giving the kerbals little backpacks full of stuff. Plus, you could carry them up ladders when necessary.
  12. Pretty! Nice one Mr hellblazer! Looks a little misaligned, it's stylish though.
  13. Agreed. I like that there are different styles of parts, you can combine them for different styles of craft.
  14. Research at my Minmus Institute is still ongoing. Current results suggest some combo of mint ice cream and jelly, and lime flavour hard lollies.
  15. No, I think what he means is have they resumed plans to keep updating it. This was still abandoned last I heard, but I could be wrong. Welcome back Mr NeoMorph! I have to agree about the Kerbals. To me, career mode is a grindy set of tasks to complete, but taking these little green guys on a journey of discovery is still good fun. Also, making them do crazy stuff.
  16. Interplanetary stuff Moho, as many who've done it will tell you, is a tricky little ******* to get to. It takes 2 metric *beep*tons of delta V to get there and back, it's got significant kerbin relative inclination to throw you of, it has a small SOI and moves fast, making getting an encounter tricky. Setting this up was more tricky than it sounds. I broke the burn up into a few stages, ("periapse kicks"), timing the last one to bring me to periapse right at the time for transfer. But this didn't stop my planned maneuvers from getting all mixed up when 4 times timewarp cased the fuel tank to break off, and I quickloaded to a point earlier in the burn. Fortunately, I still managed to get a reasonable encounter after cocceterng at the descending node. Upon arriving in Moho's SOI, I made a correction burn to make sure my trajectory would pass over the pole. Then, I let my kerbals out for a bit. This is essential when you only have a small pod. THey hung out above Moho for quite a while. During this time Aldner ran the science experiments on the fuel tank Module, and transfered them to the capsule. Then It was time for the breaking burn. Before long, the upper tank was exhausted. I fired the decoupler, the turned, using a small burst of thrust to get out of the way. Then continued with the burn. That image was taken from "Landre"'s underside camera. They did say we'd be getting proper vacuum thrust effects a while ago. I hope this hasn't been forgotten. Then, I performed to smaller burns, one to perfect the polar inclination, and one to prevent crashing into the planet. And one final one to circularise at 100Km. In total, the trip cost about 6500 delta V, a little more than I had allowed for. Getting back is gonna be tight. Now to get them down there.
  17. I remember a long time ago, when I didn't realise it was Minmus or one of the planets, and I tried to chase the spot in my plane. Thinking about it, that's probably how SSTO planes were invented.
  18. My photos are over four thousaaaand! From the installs in my archives: 1591 + 1395 + 231 + 701 + 1495 + 1966 + 3097 + 2955 + 2909 + 67 + 4645 + 264 + 703 + 2282 + 2356 + 3148 + 1025 +1229 = lots and lots of photos. About 32,059 in fact. But that does not include edited screenshots which have names that don't fit in the built in numbering system, or those in my fanart folder, so the actual number is probably a little higher. My imgur is mostly KSP images, and that alone is 3,380. Yeah, I like photos. I like to make records of stuff. (Playing since 0.18)
  19. Not if the address they give in their website is out of date, or decoy to stop fans trying to find the real thing. Though rumor has it KSP is not terribly big in Mexico. Also, I totally wasn't dancing in the shower tonight after having a small, but brilliant new idea about this.
  20. Thanks! I animated the impact myself, using GIMP: First, having set up the asteroid to land at a certain point, I made a kerbal look at that point, and activated the first person view from a mod I've got. Then I photographed the asteroid on the way down. I looked at some artists' impressions of lunar impacts to get some idea of what it should look like. I set up everything in Gimp, and a folder to export frames to. Then I put everything together in a new Gimp image, made some more adjustments to achieve the lighting and shake effects, exported it, and uploaded one rather large GIF to Imgur. The crater is also a special effect, edited in from a different part of the Mun Also, an announcement: I will get back to this eventually, but Life + Uni = busy. Also but in order to keep it possible to keep going, there must be some budget cuts dividends to make sure it is sustainable. This will probably come from reducing post production, editing, and part size. I'll still do the small things, and include what effects I need to properly tell the story, but try to be a little less perfectionistic about the whole process. Also, if some one has a good stock-like IVA texture, could you please PM me, or send a link please? [s[Oceans of Eve will return around late May. As some photos have already been taken, I will not be using the new female kerbals until chapter three. Sorry, there have been more delays. I'l get it done at some point.
  21. No more books. 'Tis sad
  22. And backwards. I could rant about how this adds to the perception that kerbals are poor designers, but it is only the astronauts who were worried. Kerbals have a bit of an advantage when it comes to putting crew at risk, which humans don't...
  23. Rocket business If you look at the Lander, you'll notice a lack of central bottom connection nodes. For the Mun mission pictured above, I solved this by having two rocket stacks, with the Lander fitted between then. But I use FAR now (FAR is cool) and want to shield this Lander with a faring. The simplest solution was to mount the Lander upside down. I built a nice big rocket to take the 100 ton Lander into orbit. Decoupling the first set of boosters was always dramatic. I'm pretty sure that was the decouplers exploding earlier. Otherwise, the rocket was unharmed. It happened every single larch attempt. However, as it'd been a while since I last made a lifter, I'd forgot FAR reduces the launch delta V, and built the rocket to stock standards. I got into orbit with two core lifter stages still there. There was a central S3 KS-25x4, but that was crushed by the outer boosters as they decoupled and flipped. Opps... This seemed a bit wasteful- the upper stage uses a KR-2L, rather than something efficient, and suited to interplanetary travel. My original plan had been to dock the lander to a fuel tanker, but with some revisions, I could send up everything in one hit. I reverted the flight. I traded the KR-2L for the big nuclear engine from KSPX. Here, we have Genely kerman inspecting the discarded stage The idea was to use perikerb kicks to break up the burn. But this would not go so smoothly. When the ship reached the burn point, the engines would not fire. The throttle would not budge. I tried switching back to space centre, rebooting the game, nothing changed it. I speculated something had gone wrong with the Lv-bb. Tweakscale had changed its size, and that part had had the odd glitch in the past. Nothing like this though. In an attempt to find a solution, I blasted of the Lv-nb with wack-a-kerbal had my engineer safely remove it. I then used KAS pipes, (originally intended to connect to a fuel tanker) to link the top tank to the lander's central tank, and activated the lander's engines. But it was to no avail. The throttle was still stuck, the engines wouldn't fire. She was dead in space. With reverting no longer an option, the only one thing I could do was schedule a rescue for these guys, and call the back up crew. Launching this third one gave meed the opportunity to make a few more final changes. I traded the Lv-nb for more fuel, and connected the upper tank to the lander with stock fuel lines. I also added parachutes to the pod, just in case. This launch went more or less flawlessly, and the B-crew made it safely to a 200 km parking orbit, The B-crew: Aldner the scientist, Esden the engineer, and Samwise the hobit our pilot. I checked the throttle many, many times. All systems go. They dropped the last lifter stage, and began perikerb kicks. Here's Esden inspecting the discarded stage. So thrilled that his team was called on. Next, I've got to get them to Moho. One grapple would be nowhere near long enough. But the grapples are only there for when the rover needs to be held in place. For the rest of the trip, the rover will be pressed to the side using force from two engines.
  24. There also should be at least one female kerbal administrator. If being pealised for crashing nuclear materials into the ground, etc, ever becomes a thing, there could be room for a legal advisor.
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