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Everything posted by Tw1
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Thanks Hyperedit team for keeping things going! I have a suggestion would you be able to add in a settings file that lets you disable hyperedit in certain saves? Also, is the copy to kerbin button gone? I don't see it. If it is, could we get it back please, it was very useful for quick tests- I don't like teleporting to the destination, as it ruins part of the fun. Plus it's no longer holding on to coordinates when you use the 'set to here' function of the lander, I can for see accidentally loosing coordinates in the future. Could this be reinstated? Thanks.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tw1 replied to cybutek's topic in KSP1 Mod Releases
Hi Cybutek. Loving the latest version. The HUD was a masterstroke, now I can see the most useful bits of data all the time without cluttering the screen. One thing though, would you consider adding 'close' buttons to the pop up windows? At the moment, you have to click on the KER tile, then on display engineer to get it to close, and having a close button would be more quick and convenient. Also, perhaps you could consider merging the latitude and longitude displays into one 'coordinates' display. Sounds like a good idea, except maybe a few things could still be allowable in the HUD. The biome indicator at least. Or maybe everything in sandbox. -
Advances could come as you push the boundaries. Get to Duna, get a raise. Etc. It would need quite a different approach to budget, per time, or per vessel. From past discussion, a set budget per time worked out best IIRC. Undirected could be good. When you're being lead by a game, the imagination takes a backseat. Give the right inspiration and opportunities, and imagination is triggered. I think KSP could learn a bit from Extrasolar in terms of how the game motivates players to do stuff. It's not quite the same, but the way they work the emotions is more subtle than "there are points you should be earning."
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Combine this with a much better science system,Maybe like this, some detailed exploration mechanic, and everything from sandbox, and I'd probably enjoy it a lot more than career. career mode can be fun, but overall, still a little disappointing
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Called my Mun lander "Muny", as its success will let me afford something. Hopefully something useful. Landed between three types of terrain- midlands, highlands, and highland craters. Crew of Jeb and Bob, with fuel in the spare tanks to get home. That is, if they manage to transfer it into the main tanks... ...otherwise there they shall stay. And they only have so much oxygen... Is there something that needs to be unlocked before you can transfer fuel? In other news... Extreme offset parts clipping. Clearly not comfortable for the kerbals. But putting up with such is necessary when you're space pioneers. The IVA fit out crew have had to put the cameras in weird locations. Moccic doesn't show his face on tv, he's too busy with that panel of science stuff. (Probably) How do you do? (Deploying a flag here causes the flag to spawn on the tower roof.) Well... This is convenient. Jeb is clearly impressed with his home's new vibrant colour scheme. Nice touch with the light colours! That's the way! Looking good!
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I do think this sort of criticism does have a place- many people bought into KSP because of the impression they got of what it might be. There is nothing wrong with expressing disappointment, as long as it's done well, and without a "You must do this because how dare you not!" sort of attitude. For example, I got into KSP when it was just sandbox. The world was open, there were planets to go to, and you got design what you'd use to get there, and got to make plans of your own. There wasn't a lot to do on the planets, but we could use our imagination, but detailed exploration would be coming later right? Going to planets, and finding a wealth of things to examine, discover and experience could have been its own reward. That's all a computer game ever offers really. An experience. Then career mode, and science comes along, revealing itself as a point scoring mechanism, handled with a single, brief click. Contracts comes along, showing potential, but being the only way to earn money, makes the game a passive experience-. You follow the game, doing the tasks needed to continue. And then there's the tech tree and building upgrades- obvious goals, as that's what the points ernt by your activity goes into. But once that's done, the game seems without aims. Plus, unlocking stuff is not really what a space program's focus should be.It's backwards. We go to the mun to get better engines. Really, you should be getting better parts to go to the mun. Career works as a game. It's moderately enjoyable, don't get me wrong. But it's rather ordinary. KSP looked like it could offer a much bigger space experience, and career hasn't really delivered that. Hence, disappointment. I'd happily abandon the career, and only play of sandbox, if they'd add a detailed exploration/science system.
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True, but it would've been so awesome. KSP could have been an adventurous space experience, but instead the devs choose to spend the memory on things that are only going to be there for so long, then upgraded away.
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Agreed, a scaled up version of each wing part would be useful. Especially the control surfaces, they're so puny!
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Gripes About Kerbal Experience
Tw1 replied to The Jedi Master's topic in KSP1 Suggestions & Development Discussion
While I'm still seeing many elaborate things happen, I see this happening as well. I believe it's a problem with the career model. Once there was no goals, just opportunity. Here's the parts, there's the planets, go! Now the game is built for the task completers. Fly over here, check of that list, click away that science. Simple designs and simple plans are good enough for most of these missions. This is an issue with the progressive style of gameplay, I would have preferred to see game-ish mechanics take a backseat to a space experience, with funds based on some sort of reputation, based on how much science your space program as a whole is doing. Balanced so you can sustain a space program that's just exploring the Mun, but if you want the funds for more elaborate exploration, you have to start reaching further. Combine that with a science system that let's you build up a picture of each world, but doesn't have this sense that data is no longer worth collecting after the first visit. This is sort of true, but what is "bonus" to one, is "total possible" to another. It's true what burns without SAS are fine as long as your thrust and com are aligned. But there can be difficulty getting some ships to stop. IDK. So far, I've been liking how it encourages teamwork. It would be nice if a piloting Kerbal's behaviour changed though, so it actually looked like they were controlling something. -
Gripes About Kerbal Experience
Tw1 replied to The Jedi Master's topic in KSP1 Suggestions & Development Discussion
I initially hoped it would be a system like this, something that resembles fire emblem's weapon skills system. This would enable you to train multiple skills per kerbal, yet have them be far better at one. Under this system, the Original Three would start with big boosts in their respective classes. I'm not sure it's worth splitting the science skills though, considering time must be spent by the player to develop those skills. I do not mind the system as it is, I think it's partially intended to encourage multi kerbal missions. This is inconvenient at times though. Perhaps a better system would let a kerbal have a minor, or an advanced kerbal gain the very basic skills of the other types. I'd prefer this to the other system I mentioned above, considering how long it's taking to level up a kerbal, and how many I like to have at the time. I was quite happy with the roles assigned to the main three though, I have long characterised them as such. Jeb is obviously the pilot. He loves flying. He's like the movie cliche gung-ho pilot type guy. Bill is the calmer of the two. His denmor reminds me of some engineers who I know. He smiles when things are good, frowns when there's some cause for concern. (Which can be frequent) Bob is almost always scared during landing, launching and other stuff, even when things are relatively nominal, he's no rocket enthusiast, he doesn't quite know what's going on in this machine around him. From this I infer his involvement in the space program isn't due to a love of flying, explosions, or huge machines. Why is he there then? What else does the space program offer? A chance to explore new worlds, and learn about the universe? I think of Bob of having a big desire to know and discover things, something strong enough to overcome his fear of all the scary stuff. He's the scientist. I do think the engineer role could be expanded though. They could give you more detail about the ships TWR, Delta V per stage, etc. -
I think the did have wheels before rockets, they just didn't think to combine the two, so the space program doesn't get them until later. I like the idea of survey contracts, but I have yet to attempt one.
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Wolowitz Kerman and his duties
Tw1 replied to Janos1986's topic in KSP1 Suggestions & Development Discussion
Nope. We've had this discussion. I'd like to see them offer TWR and delta V readouts, and things like that. That would be another good thing for an engineer to do. -
I think it looks fine. Making something neat out of mismatched parts is part of the fun. Plus, the only parts that really look low tech are some of the X-200 tanks.
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After some experimentation with rovers, I, like most others, decided to build a big spaceplane. I also recently upgraded to NEAR, and haven't quite got the hang of it yet. I threw something together, and began launching: I tried many times: ...many times: Eventually, I got something that works. The Untitled Spacecraft 1 takes off vertically, under a combination of solid booster and main engine thrust. It has to be throttled down, and turned gently, before extreme speed shreds the wings. It had a nice, clean booster separation. And got into orbit with 1400m/s delta v to spare. Now it was time for some space activities. First, I had a payload to deploy. Two canned scientists, enthusiastic to begin their research. If they are good, I might send up a hab module, or even a control source one day. Then, I dropped off a few kerbals. Those rescue contract kerbals have to come from somewhere right? Well, now you know. I had one final experiment that would continue into landing. Cargo bay party! Give them a little thrust..... Give them a little spin... And thus began our eventful reentry. The burn put us on a trajectory that without gliding, would have us impact the center of KSC's continent. Landing took several attempts. On the way down, a final retrograde burn was used to slow us to 1600m/s, while still in the upper atmosphere. Reasons for disassembly varied. Did you know the new Mk3 cockpit has a rear hatch self destruct button? Ironically, when the plane disintegrated over land, the kerbals most likely to survive where the ones that feel out of the cargo bay. Eventually, there was a successful-ish attempt. And that's the one I'm going to recount. My crew was confident. Jeb performed the flip to retrograde, then a return to prograde. But this time, we left a little spare fuel in the tanks. The plane came in hot, Jeb aiming for some object lying around KSC. Many quick corrections were needed to stop it from rolling. They dived, hoping to slow down closer to the ground. But they were coming in too fast. They pulled up, avoiding the mountains, overshooting KSC. When it became clear they would also miss the island airstrip, effort was made to turn the plane around. But all we could do was make it verr a little. So the flight continued, over the sea, into the darkness. Slowly, speed was lost. The plane dipped into the lower atmosphere, aerodynamic stress picking off weaker parts of the wing. The aim was to land on the next continent. It wasn't far off, and was slightly north of the current trajectory. But during an attempt to alter course, the plane became unstable. The plane began to tumble, eventually settling into a flat spin. I instructed Jeb to point it prograde, but there was nothing he, or I could do. We waited, as the plane slowly descended towards the inevitable Splash! But wait! The fuselage is intact! They're alive? YES! All the little kerbies survived and the cargo bay party, is now a pool party. The crew soon joined them. (Except for Bill, who wanted to inspect the hull.) They happily waited for rescue, and all lived happily ever after- until the next time. And that's
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Made use of new kerbal engineering techniques: No rover wheels? No problem! I did have to get out and push, but I managed to get to each part of KSC. There was the odd acident. I like the pic though, almost considering changing my forum picture "I've fallen, and I can't get up!" He really couldn't though, had to hack gravity. At the end of the day, I let my new kerbals relax on their deck chairs. I like the deck chairs.
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Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
Tw1 replied to Brotoro's topic in KSP1 Mission Reports
While I am no programmer, if it's converting one sort of data to another sort, shouldn't it be possible to automate somehow? Or is this data that would require far better knowledge of KSP's systems than anyone has? -
Tier1 Trailerpark as a SpaceCenter somewhere on Kerbin?
Tw1 replied to MalfunctionM1Ke's topic in KSP1 Discussion
It's coming, it just couldn't be done to a satisfactory standard in time. It is important to check facts before starting a discussion. -
It uses the tiny force of a kerbal pushing against something while on a ladder- sufficient to lift about 1/5 of a tone from kerbin. It has a chair to enable warp, so flight time is limited based on the amount of EVA fuel needed to move from chair to ladder. So, to tour the Jool moons, (And anywhere else if I get round to it,) I need a pod to rechage that. The pod has a small amount of RCS to help with rendezvous, as the ladderlander has to much TWR, and little precision. But the plan is to EVA across to the low TWR ladder orbiter, and re-rendezvous with the lander to recover it. A complex, and patience requiring process. I was hoping to automate long burns with some help with KOS, but that doesn't seem to have control of EVA'd kerbals.
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Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
Tw1 replied to Brotoro's topic in KSP1 Mission Reports
Damn. Looks like quite a bit of trouble. I couldn't find a pattern to the names either. I got lucky- important members of the cast of Oceans of Eve have all landed on appropriate things, I just have to make sure I don't break any wheels. Hopefully, someone comes up with a fix for fuel lines. -
Update 0.91 - Update 0.100.0
Tw1 replied to Rdivine's topic in KSP1 Suggestions & Development Discussion
Yeah, I prefer stock. Most of the engines in that look the same, and some of the textures are a bit flat. But a lot of it does look nice.