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Everything posted by lyndonguitar
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I would rather see a 4x space trading style spinoff, ofcourse there will be military elements but space trading will be the main focus, especially if they implement interstellar travel
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What is your term for a vessel that goes into space?
lyndonguitar replied to llamatoes's topic in KSP1 Discussion
Space Vehicle = manned Space Probe = unmanned -
It doesn't have to be available at start, we are all used to all the engines unlocked at the start of the game, obviously at release, parts will not have to be unlocked at game start, especially career mode. It can be at the end of a very long, and expensive tech tree, will probably get unlocked just as when you are nearly done with kerbol system. The reason we have a unlocked all parts sandbox mode is for testing purposes only
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Happy accident... wish I knew how I did it...
lyndonguitar replied to Scottiths's topic in KSP1 Discussion
That should be handy -
Happy accident... wish I knew how I did it...
lyndonguitar replied to Scottiths's topic in KSP1 Discussion
The problem here is that the map is hard to navigate around, we should have a free cam and not always focus on something, another problem is your projected trajectory sometimes doesn't project all of it, you can plan a gravity assist but most of the time you cannot see where it would lead, unless you use a trajectory computer like mechjeb(maneuver planner) -
Its not offtopic, You guys don't know the VAB music?
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Happy accident... wish I knew how I did it...
lyndonguitar replied to Scottiths's topic in KSP1 Discussion
Real life probes do this all the time -
Happy accident... wish I knew how I did it...
lyndonguitar replied to Scottiths's topic in KSP1 Discussion
mechjeb can do this from kerbin orbit, burn and direct escape to duna, although you have to wait for the proper time and alignment(could take days or weeks), The same thing happened to you, only you did not plan it -
Using Mechjeb, How do I land at runway?
lyndonguitar replied to lyndonguitar's topic in KSP1 Discussion
My ship keeps on spinning now arghh, my spaceplane doesn't have jet engines, only a powerful rocket, is that why? note: I am trying both autopilot, manual and mixed, and I still can't do it -
It's Kerbalaxy
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Using Mechjeb, How do I land at runway?
lyndonguitar replied to lyndonguitar's topic in KSP1 Discussion
I am getting close, I am landing on the runway now, the only thing left is to stop crashing on the runway, The autoland keeps on pointing down too much and the nose always hits the runway, how do I stop this? what does the autoland glidescope mean? -
We should make a program that auto calculates these things
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As I said, It doesn't need to be exactly like Avatar.. I'm just making it as a basis for the tech as its plausible "for example, the antimatter engine could take days or months to reach a speed faster than any normal rocket could achieve in the game, while the normal rockets in the game can take a few seconds to achieve the speed. making the antimatter inefficient for interplanetary distance burns and trajectories" In other words, you would need a "big runway" for it to work, that being the vast interstellar space, much like a jet in real life needs a long runway to accellerate and decellerate. If you are planning a trip from Earth to Mars using the antimatter engines, the traditional rockets would outrace them on the way to Mars, but not on the way to Alpha Centauri. You can have both engines, so you can go planet to planet and then star to star if you wanted to
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Again, It's not real life again. You wouldn't need to make it thousands of stars to justify the real life's abundance of stars, even 4X space games don't have that many stars The best way would be, as you said, One badass Kerbol System, and then, additional, optional, 5-10 random generated stars around it. that's it, when you are done exploring those 10 stars, you can restart the game again and expect a new set of 10 stars around kerbol, making the games' replayability last forever
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remember it doesn't start at 0.7c immediately after the engines fire, it took them 6 months to accelerate it to 0.7c and 6 months to decellerate it again. and They don't have to copy it exactly, in the game it could start slower for example, the antimatter engine could take days or months to reach a speed faster than any rocket could achieve in the game, while the normal rockets in the game can take a few seconds to achieve the speed. making the antimatter inefficient for interplanetary distance burns and trajectories The difference is that the antimatter engine has a higher speed limit (lets say 0.5c) so travelling long distances has great benefits Imagine a Jet Plane, We use it to travel from country to country, Its superfast, but you don't see anyone using Jet Planes to go to work 1km away right? we still use cars for it.
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You are trying to make it as realistic as possible, you don't get my point, in real life, technology is much slower, yes there is NO way that current tech allow this, and we might even get that kind of tech the latest at 100 years. But KSP is not bound to real life KSP is a video game, not even a "real" simulator, Orbiter is the real simulator, in KSP time can be sped up, that means technology and development too, That means you can master getting to the moon in just one week of playing. Sooner or later you would end up taking over the whole star system, finding every secret it offers and essentially getting bored. that means endgame for YOU, even at restart you already know everything so why "explore" it again? However many of us don't want to end our games yet, Interstellar travel solves this, You get into the unknown, possibly random generated stars and planets every time you play and it will offer more possibilities. All with theoretical but plausible tech. and no ones forcing you to use it, They can have a toggle for it "ultimate realism mode" where you can only use current tech and get trapped in kerbol forever even if you time warp x10000000000
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How about imitating how ships in the film "Avatar" travels, make an antimatter engine, and it would take 1-2 years to reach the other star depending on ship size(in the movie its 6 years, but distances are scaled down for game purposes), The ship needs lots of time for acceleration and decceleration so It wouldn't work with short distances. We would still rely on the traditional propulsion system between planets, but interstellar travel, we use a different propulsion You can ignore physics side-effects like Time Dilation, Time isn't exactly realistic in KSP anyway, does time run while you are making ships? you can even do 20 moon destination launches in one day, in real life every launch takes months apart. There are lots of ways to balance it, just like we balanced the world of KSP(e.g. scaled down everything) to fit our gaming needs, It doesn't need to be hyper realistic at all. This is a good feature we are talking about, we are talking about an endgame scenario here
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Using Mechjeb, How do I land at runway?
lyndonguitar replied to lyndonguitar's topic in KSP1 Discussion
I still can't do it!!! help!!! Do I just glide? Do I turn on the engine? do I need to put jet engines??? My plane has only a rocket engine anyone has a video of them landing a spaceplane with mechjeb? jeez this is harder than rendezvous and docking. Looks like I might stick to capsules for now -
I just made a spaceplane and I tried to land it on the runway however It's very hard and I cannot do it somehow, Now I'm trying to use the mechjeb spaceplane guidance and I dunno how it works, from a kerbin equator circular orbit, what do I do to land? help Here's my pics
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Calling all KSP Pro's I Require assitance
lyndonguitar replied to Dermeister's topic in KSP1 Discussion
Additional Pic: my first spaceplane endenzvous docking.. The only problem now is how I'm gonna land this thing at the KSC runway, I tried earlier but its hard and I can't do it, might start a new thread though -
Calling all KSP Pro's I Require assitance
lyndonguitar replied to Dermeister's topic in KSP1 Discussion
I gone mine to orbit -
Calling all KSP Pro's I Require assitance
lyndonguitar replied to Dermeister's topic in KSP1 Discussion
here's my prototype, I'm gone through several redesign of the rocket formation and I can't get it right, the plane itself is balanced and I can't use it as an SSTO, because the fuel runs out very fast and I want some Space Shuttle action It's just the rockets that's hard to make -
Calling all KSP Pro's I Require assitance
lyndonguitar replied to Dermeister's topic in KSP1 Discussion
I'm trying to build a space shuttle based plane also and I'm having problems with the asymmetrical launch, anyone help?