Sandermatt
Members-
Posts
56 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Sandermatt
-
Currently the economic aspect becomes too easy as the game progresses. I think it would make sense to reduce the rewards over time that one can get from a certain region. So doing tasks in kerbins orbit gives a certain amount of money, but from there on gradually decreases down to a certain floor value (let's say 100% (no decrease) on easy and 20% floor on hard). This would make the later game more interessting.
-
I think I tried to deploy below 2km, but the chutes looked destroyed already before even trying to deplay. I will check my version.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
I tend to loose my parachute before actually deploying itm what could my problem be? It is attached on top of the capsule and I enter with the opposite direction.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
I really do not like it that they add engines that are more powerful than many of the previous ones. I like to design my rockets as efficiently as possible. By making many of the old engines useless from the efficiency point of view, the update makes the same as if they just reduced the overal amount of engines.
-
Would it be possible to rebalance the cost of the parts? I think by default a strut is more expensive than an 18 tn fuel tank. Just give each tank a cost proportional to it's weight and change the more strangely priced parts.
-
Well, it is singleplayer, so it is ok to use HyperEdit if you have fun doing so. Personally I use Hyperedit from time to time to test certain stages of a mission that I plan.
-
I really enjoy the mod, thank you. The problem is that currently the costs are not at all balanced. For example the 2.25 ton fuel tank is more expensive than the 18 ton fuel tank.
-
Recovering lifter stages
Sandermatt replied to Sandermatt's topic in KSP1 Gameplay Questions and Tutorials
and do they land or do they get lost when the distance becomes too large? -
I currently play with kerbal economy, which means I should recover as many parts as possible. I added parachutes and a drone control to my lifter stage. Sadly I cannot switch to the lifter stage in atmosphere and deploy the chutes. Is there a way to deploy them? If I open them while still attached (which I would prefer not having to do for obvious reasons), will I be able to recover the stage or will it unload as soon as it is too far away?
-
How do I EVA in atmosphere?
Sandermatt replied to Sandermatt's topic in KSP1 Gameplay Questions and Tutorials
Thanks again. -
How do I EVA in atmosphere?
Sandermatt replied to Sandermatt's topic in KSP1 Gameplay Questions and Tutorials
Ok, thanks. How do I mark the thread as answered? -
How do I EVA in atmosphere?
Sandermatt replied to Sandermatt's topic in KSP1 Gameplay Questions and Tutorials
Ok, so whe I am coming down with a parachute at around 10 m/s I can savely EVA report? Thank both of you for the help so far. -
How do I EVA in atmosphere?
Sandermatt replied to Sandermatt's topic in KSP1 Gameplay Questions and Tutorials
Can I savely take upper atmosphere EVA reports? Which is the minimum height? -
When I try to EVA in atmosphere I loose contact with the rocket and die. How do I keep the kerbal attached to the rocket?
-
They only get income from selling new copies. So they have to pay the saleries by growing the scene and not from the existing player base. So they probably need to save up some money, that in case the scene stays big but doesn't grow anymore at some point they can still finish the game.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sandermatt replied to ferram4's topic in KSP1 Mod Releases
I was just wondering, can you make solar planes (ion engines) in FAR, or are these engines to weak to work?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Does the Community Want Better Aerodynamics?
Sandermatt replied to spudcosmic's topic in KSP1 Discussion
What I mainly want is the removal of things like infinigliding. If not realistic than make the aerodynamics at least not exploitable. -
Didn't squad always want to have equations of motion that are analytically solvable (no three body interactions e.g.). Would this still be possible with solar winds? Another thing is you cannot use more than 4x physical acceleration with ion engines, wouldn't it be unfair to allow long accelerations by a much weaker force?
-
Does anybody know what new parts we will get?
-
The official unofficial 0.22 discussion thread
Sandermatt replied to EvilotionCR2's topic in KSP1 Discussion
I find it strange to have R&D in sandbox. I hope they let you choose between an unfinished career mode (with R&D) and sandbox (everything already researched). Does anybody have information on this? -
I need two scales, one for my engineering skills and one for my piloting skills.