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Everything posted by Tw1
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Equipment testing Back in '0.21, I had plans to visit the Mohole. I'd even created and tested a special vehicle- the Mantis Shrimp Climbing Rover- to get me down to the bottom, and out again. Here it is in a munhole. Traveled up and down many times. However, nothing came of these plans. Until now. The Mantis Shrimp- from 0.21 to you! I'm going to Moho. I pulled a copy of the Mantis from old 0.21, and began testing on a convenient vertical surface, in simulated mohovian conditions. Issues new and old raised their head, and I applied new, 0.90 techniques to fixing them. Before long, the rover was behaving itself, well, reasonably. Switching back to Kerbin gravity makes it not work. Once I was happy the rover would drive and climb well on Moho, it was time to develop a lander. I followed standard lander guidelines, high rotation power, wide at the base, low CoM, that sort of thing: The 3.75 m parts made it simpler to build a lander big enough to carry it. Kerbin testing showed the rover could re-dock to the lander if necessary. And also that the ladders worked. The pod is mounted on a docking port so it can be removed from the rest of the vessel should rescue be necessary. All systems go. Time to make a rocket!
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I'm quite fine with this popping up again, I missed it the first around. I was. Diagnosed with aspergers when I was quite young, and had basically forgotten about it until about 6 months ago. Looking closely, I definitely see some aspects of it in me, but a far more influential trait is my ADHD. However, they are both frontal lobe disorders, and the more I read about it, the more it becomes clear we still don't fully understand ADHD or ASD. I'm convinced that in te future, both terms will be superseded as we better come Yolo understand the brain. Ultimately it is a spectrum. We're all just human beings who have certain traits which are a bit inconvenient/hindering in modern life. Like how others have allergies which inconvenience them when they interact with pollen, or the wrong food. Firstly, are you sure it has to be another game? Sure There's not another interest that you could help him pursue? When I joined KSP, I practically jumped in head first, having had a lifetime interest in things astronomical. Making stuff crash in inventive ways can be fun, but if he's not getting into it, it might not be the thing for him. I suggest playing sandbox to skip the tech tree grind, and watching some good youtubers to see what you can achieve in KSP, and how. But ultimately, If KSP doesn't interest him, there is no point forcing it.
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[Updated September 27th] A Planet Divided: The Story of the Kold War
Tw1 replied to NQMT's topic in KSP Fan Works
Welcome back! Nice chapter. Well done CkFN! -
*Howls greetings in Shyriiwook* That ought to make things better. Welcome to the world of high part count ships!
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Generally, if I want a vessel to look a certain way, I'll do it with the minimum parts needed, and avoid weight and lag adding clutter. However, this is not always the case with planes or rovers, where wing parts and structural panels are the only way to achieve the desired shape. Some times I'll add lots of physics less parts to the outside of ships, just for look.
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Gameplay, Storyline and career mode
Tw1 replied to Badsector's topic in KSP1 Suggestions & Development Discussion
I am not a fan of any set story, you need to follow, but would support story type elements, such as news reports that pop up once you've achieved something. Add a few story elements, and maybe a way of tracking what you've been up to, and a story will form on its own. Personally, I think the boringness of career mode comes from the fact that feels more like work than play. I prefered it back when the main reason to go to planets was for the achievement and experience, not to gather more points to remove inconveniences. I think to make career mode fun, it needs a new feature or two to enhance the experience of visiting other planets, and offer something beyond what's in sandbox, not just be a set of hoops you have to jump through before you get sandbox level capabilities. I also would be a fan of something to make time a resource, such as a very simple life support requirement, I also think contracts and experiments that take time should be a thing. You could have research contracts: these would require you to have at least a certain number of kerbals and parts on a base or station, and you must make the base/station is kept supplied with certain things. The contract might pay up over time, or at the end of a certain period of time. -
I too believe this.
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And we mustn't forget ladder drives.
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Launching tinfoil Kerbals on home made rockets with his friends? Trying to quit a job, then instead getting told he could pursue his dream project? Also, in that AMA, he said something about them managing to make a two stage rocket once? ... I'm not seeing any parallels whatsoever.
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I agree with this much, but think it could work as a post-tech tree, post getting to most places thing. So you still are getting the all firsts, and making most of the major moves.
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A good point. But, there's a bit of a difference between that and sending someone to Duna. Plus, I'd love another natural reason to set up bases and stations. The possibility of accommodating tourists could be one of them. Better than the random "X wants a base here, plz build one" contract reason to make a base. This would be one reason to build one of your own, a chance for players to take some initiative. Ok, that sounds alright. Like something you'd see around a newly set up rocket testing place. Where there any images of it during the Squadcast?
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Not sure I like the sound of that, keeping military aspects out of it was something I liked about KSP. Oh well. Maybe it will be able to be passed of as more industrial than military. If rescue contracts start having kerbals needing rescue from places you haven't yet been, I will be quite annoyed- it will be robbing the player of that feeling of being the first to reach a new place. Tourism will be cool, but I hope you have to have a base for them to visit first. If I was a space tourist, and got to spend five minutes at the destination, and then get back into a cramped pod, I'd be wanting my money back.
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Looks reasonably inspirational and stuff to me.
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Just wondering- are you doing stock onlly? Or if I send/link some mods, are you willing to do moded craft?
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Ah yeah, Extraplanetary launchpad things do that sometimes. They make good dance floors.
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Part five: I quit! Many years later.... His days of playing with rockets now mostly behind him, (save the odd experiment here and there,) Harvester had found himself a job with an ambitious young marketing and special events company. Impressed with both his computer and practical skills, they had hired him almost instantly. The work was intense. Harv was responsible for designing, and constructing installations for promotional events. Working to tight deadlines, handling heavy, expensive equipment, Harv was soon stressed out. Yet the company continued to take on project after project, each more ambitious than the last. Before the year was out, Harv reached breaking point. He made the fateful call: Harv: "I just wanted to let you know, that I'm not going to come in. I quit." Goya (Harv's Boss) : "You can't quit," he said. "Take the day off. Go to the park. Walk. And then we will talk. " Harv: "I'm sorry, It's too much. Thank you. But no thank you." Goya: " Remember when I asked you first arrived here? I asked you if you had a dream project." You wanted to explore the sky with rockets. I have contacts in the Kerbin government. Stay for six more months, then we will be able to hire more staff. And we will help you start your rocket project." * * * * * Next time: "Let's do it." References
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Minmus Acres: A Skyscraper on Minmus
Tw1 replied to JAD_Interplanetary's topic in KSP1 Mission Reports
This poor Gus bloke has been having a bit of a hard time. I hope his plan works. I ou're not alone in setting up towers on Minmus, it's a reasonable form for low gravity worlds - no need for stairs. But I don't think there's been one quite like this. Plus, the story with it is quite well written. -
That is a particularly neat design, foxster.
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Thank you. BTW, the "kerman" sign on that door makes me think of how you used the word in your own First Flight (which I'm about 1/3 through). Considering where the characters live... intertextuality? Or do Kerbals just label doors with their common last name? Maybe. Thank you. BTW: This earlier comment was almost a spoiler. This story may not be based on Earth's space history, but many details are intended to allude to the real lives of people some Kerbals are based on. This last chapter also contains an image provided by blackheart612, so go check out some of his mods maybe. I will go back to smaller sporadic updates after this, hopefully, (if I get my computer back from repairs), there will be one more bit in a little while.
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How should Reaction Wheels work?
Tw1 replied to Supernovy's topic in KSP1 Suggestions & Development Discussion
A simplified saturation thing? Sounds alright. I like that reaction wheels are strong, that makes a lot of things possible. But I like less the fact that they don't behave like reaction wheels- torque just happens. Really, it should apply rotation force around the reaction wheel. -
what kind of ksp DLC would you like?
Tw1 replied to Roderik's topic in KSP1 Suggestions & Development Discussion
Serious science mode, where science is about detailed examination of each planet, with well programed geology, atmosphere, and xenobiology aspects.* This is expressed through charts and planetary overlays accessible in the science center. You get tools like drills, ground penetrating radar, geiger counters, magnetometers, theodolites, lasers, and chemicals you can mix with samples to thoroughly investigate a planet's surface. Move a certain distance, and readings will change- the system is set up to be detailed and continuous, rather than broad and discrete like the current biome system. Stations and bases where you can do research in medical, physical, or chemical fields, which boosts your rep, and earns you a funding from scientific institutions. Also experiment contracts, such as tests kerbinstien's theory of relativity by transmitting signals while on the opposite side of the sun to Kerbin. *But not necessarily always 100% realistic. More like 70% Science that you can do thoroughly, rather than the current way of clicking to collect points, then getting out of there.