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Everything posted by Rosco P. Coltrane
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Fly near the Sun contract
Rosco P. Coltrane replied to Rosco P. Coltrane's topic in KSP1 Gameplay Questions and Tutorials
Yeap, that's the one. Good to know, I was busting my butt trying to build a big-ass 12k delta-v ship to do the job... Thanks. -
I was offered a contract to go near the Sun. That's all it says: fly near the Sun... So, any idea how close should I be to fulfill it? Also, will I need some sort of heat protection at that unspecified distance? Thanks in advance.
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Yes, the old aero was pretty much a placeholder that had to be replaced at some point. But they also went and added SP+ parts for example. I get it, it's fun for a lot of people to go build planes and having more parts wouldn't hurt, I my self been waiting until the game has good plane building capabilities and joystick support (and TrackIR now!) to start playing with them myself. But still, I'm in the "good enough" camp, if it makes my rockets fly like they should, re-entry as they should, then I'm happy for now. I'd rather have inaccuracies in the lift characteristics of my fins (more or less irrelevant from a rocket building POV) than having the rest of the game delayed because they can't get it just right and keep tweaking. Again, I understand they still work in other areas as well, but it's gonna be slower for sure. The 5th option, btw, is there to provide an edge case option. Just like the 1st that is ridiculous as well.
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So recently there had been a lot of discussions regarding aerodynamics. I don't know about the rest, but I don't care about aerodynamics. KSP is a space exploration game, I spend very little time in the atmosphere, as long as my rockets go up and come down in a semi-realistic fashion, I'm a happy camper. I understand that we have space planes since a long time and people got used to be able to build and fly planes, but I can't help to think that Squad gave in and lost focus here. Imagine what other cool things SQUAD could have been working on instead of aero. Imagine the possibilities! So, simple poll, how do you feel about it.
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Honestly? I just wish SQUAD pay more attention the space exploration side of the game... you know... the reason the word "space" is in the game tittle. No offense intended, I have nothing against people like you that enjoy building planes, but this is a space game, reading all this complains about the aerodynamics is starting to get old. Forget about planes I say, git me my /*@! space to explore with my rockets already.
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Well, it seems that what yanks call lime green, like in "the prograde marker is that green circle..." I and everybody I asked around here, call yellow... So we don't even need to get into wavelength and other science stuff, I might be also cultural.
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Cooling NV-Rs
Rosco P. Coltrane replied to eevenson's topic in KSP1 Gameplay Questions and Tutorials
We have many fuel tanks that the player might want to choose depending on the situation. Heat sinks, OTOH, we would want to use only one: the best one at cooling an engine 100% of the time. No other considerations apply, no thought process involved, hence you don't really add anything to the game, just a slight burden and part count. -
You know, the other day we were talking about Steam allowing modders to charge money. I really wish I had something like that in KSP. The mods that offer a donation mechanism all use PayPal. PayPal is blocked for Argentine credit cards. I'd be happy to contribute really.
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Cooling NV-Rs
Rosco P. Coltrane replied to eevenson's topic in KSP1 Gameplay Questions and Tutorials
Yes of course, but, is there any scenario where you wouldn't need radiators on nuclear engines? If there isn't, besides using engines to thrust for very short periods of time, then it is an unnecessary burden that doesn't really add anything, in my POV at least. You will always attach engine, attach radiator, automatically. Besides, where's the grumpy regex we all know!? -
Cooling NV-Rs
Rosco P. Coltrane replied to eevenson's topic in KSP1 Gameplay Questions and Tutorials
This is something I don't get. What is the benefit of having some play mechanic that doesn't depend on anything the player is doing and forces to add parts 100% of the time. I mean, if it's tied to some design decision on the part of the player, then fine, but if you end up having to do this 100% of time under all circumstances... it's simply annoying and doesn't add anything to gameplay. Why don't you just add some weight to the engine and pretend it comes with radiators built in? It reminds me of the day we had to stitch the mainsails to their tanks. /rant off -
Hell yeah. And I hope you won't have too much hell with each update from now on... I doubt it, but I sure hope so.
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Yes if course (altugh I'm sure I'm gonna forget to do it:) ) but the dry/wet ratio is against you. It's like the KSP didn't have the money to build fuel only thanks for their engines!
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Yeas, I agree. KSP's alpha spoiled us. But at the same time it's evident in my view that we needed a real beta period. You can't launch and have people finding problems with one of the most important things the update added, ie heat shields. The tech tree... yeah, doesn't make more sense to me than it did before. I don't know, man, career never looked good to me. The rest, I guess is a matter of opinions... - I don't like the insta-scan of the resource scanner. - I don't like that the nuclear engines don't use oxidizer (good) but there are no fuel-only tanks for them. - Don't like that some options that in my view are necessary for the player (aero, dV et all) are hidden in the debug menu or just not implemented. - The "tutorials", never a game needed more tutorials/manuals than KSP, yet we don't really have any complete tutorials nor manuals. - Some day they will implement a smarter SAS I know they didn't promise they would, but one can dream. I ran into a couple of bugs, not serious, but should have been caught by QA. Oh, BTW, someone already experienced EVA catapult again. EDIT: Oh I forgot, the farings retaining their weight after they've been jettisoned! That's a big one my friend.
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Wheres the Barn and Building Upgrade Changes?
Rosco P. Coltrane replied to Cdr_Zeta's topic in KSP1 Discussion
I would really like a barn IFF we get to launch small more amateurish stuff. But starting by launching multi thousand dollar crewed rockets built in a barn sound weird to me. -
Am I the only "Glass half full" guy around here?
Rosco P. Coltrane replied to MrZayas1's topic in KSP1 Discussion
Well, my 2 cents... KSP has been around for a long time now. In all that time there hasn't been an official roadmap or feature list the game will have. In the absence of such a thing people will start making their own assumptions of "what i KSP?", how 1.0 is going to be like. The more players you have and the more time you go before 1.0, the more people would have "guessed wrong". So at the end, you simply have more people that disagree with you, simply probability. I for once, when I joined I was told we wouldn't have resources, then I was told we would, like a gazillion of them in fact, then we were told we wouldn't at least not the one previously shown, then we were told we were getting resource... Now, through all that time I made my mind and "guessed" what the devs were thinking... only to find out that I guessed wrong. Whether I take it like something that happens and it's not big deal, or I flip out and write a series of rage posts, that's another mater but I'd say that it falls under the "more people" category, the more you have the higher the probability of having individuals that are pissed off. -
Is the max height for VAB canera lower than before?
Rosco P. Coltrane replied to smjjames's topic in KSP1 Discussion
Doesn't look like it from here. I just compared both 0.90 and 1.0. I get to the bottom end of the door. -
Newbish Scanning
Rosco P. Coltrane replied to nholzric's topic in KSP1 Suggestions & Development Discussion
Yeah... it's magical. I understand that scanning ala ScanSat was sort of "wasted time", because all you had to do was pretty much wait and alter the orbit a little to cover the gaps... but still, right now its kind of immersion breaking to me. Maybe an option somewhere so people can change to their likings? Like fighter pilots would say when they don't understand how some gadget works: the new scanner works by FM. The M is for magic. The F... well. -
Flights Basic tutorial. After clicking Ap > Time warp here, it's possible to get stuck in time warp for ever if you try to change the settings via ,/. You'll get the message "cannot time warp in this scenario" and that's the end for you. EDIT: I should mention. This is particularly bad because the tutorial it self tells you to use the time here feature. So new players are gonna do just that.
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KSP v1.0 "Anticipation" Trailer
Rosco P. Coltrane replied to rodion_herrera's topic in KSP Fan Works
hehehe very good. Imagine his reaction when he unzips the download after it finishes. He'll .... his pants I tell ya.