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EchoLima

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Everything posted by EchoLima

  1. Who's idea was it to make summer courses? "Here's a fifteen week semester crammed into five weeks, good luck!" But I finished the class (gen chem 1) today, so that's a relief.
  2. Ifs hard to know if the vessel markers (purple rectangle overlays, F4 key) are enabled, especially when you don't know where the marker is supposed to be in the first place. My solution is to have an onscreen confirmation whenever the vessel marker overlay is enabled/disabled, just like for the aerodynamics and thermal overlays. Another suggestion I have is to have an on-screen arrow/line that points to the direction of the target when it is off-screen (relative to the camera, not the craft). (I thought of these as I was attempting to rendezvous with a comet. They're hard to see without a coma.)
  3. I just wanted to say thank you for providing a feature years before stock KSP implemented it.
  4. Just out of curiosity, do you plan to make use of the new gas planet features from 1.10 in JNSQ?
  5. Let's hope the wait ends soon before the mission gets renamed Mars 2022...
  6. Three issues with the Atlas V that will be used to launch Perseverance caused a cumulative 13 day delay. 7/17 (original) --> 7/20 (crane problem) --> 7/22 (PHSF contamination) --> 7/30 (WDR issue) The launch date is now July 30, and the launch window tentatively closes on August 15. (I wrote about it here)
  7. The obvious comet mission to recreate in 1.10 is Rosetta. Assuming a 2.5m Ariane V, Rosetta would probably be 1.25m, and the tiny Philae lander .625m. The lander needs a way to grapple to the comet, and while the new Klaw Jr is nice, even that is too bulky when attached to probe core of the same size. My Philae recreation, using the Klaw Jr from Restock+. It had to be clipped into the probe to not appear so large, but then it wouldn't work properly. Instead, we should also get a surface attachble harpoon (just like Philae had), similar in size to the commutron 16. When extended, it would insert into the comet/object and attach like a klaw. This would be much more versatile as it could be used with tiny spacecraft.
  8. Using mods, I flew a Rosetta style mission to a comet, aiming to recreate what could be done in 1.10. I think it goes to show how great of experience mods allow - you can practically play new versions of KSP (including KSP 2) years before they're released! I made it into a video, which you can watch here:
  9. I don't see why ocean travel shouldn't be part of planetary exploration. There's even a plan in IRL to explore Titan's lakes, not to mention all the deep sea research done on Earth. Most of us would agree that land travel, whether by rover or walking, and air travel, by plane or jetpack, are important parts of KSP, and ocean travel should be treated no differently.
  10. I knew he was a fan of KSP, but I never guessed he would think it's a practical tool. (I'm not sure if this deserves its own thread, feel free to delete this.)
  11. In order of importance: Bug Fixes Performance Improvements ... Better progression- achievements in non-career games, better contracts, more building levels More information/less guesswork More to do on the surface- BG was a good start, but I want more Visual improvements Bases and stations parts
  12. Hopefully some info can be provided by doing simple calculations on available numbers: rate of EC discharge, distance from DSN antennas, etc. This would only have to be updated when the trajectory changes. Otherwise KSP can assume the craft is on rails, like when calculating the apoapsis or time to SOI. It doesn't have to be perfect- its just a prediction. I agree that some things, like predicting the trajectory in atmosphere, might be too difficult (and there's always Trajectories for that anyways).
  13. One of the things I dislike about KSP is the trial and error. I don't mean the type that makes you improve your vehicle designs, but the type that means you have do an aerobrake three different times to find out which trajectory doesn't result in your craft exploding. Forcing the player to rely on reverting to figure this out reduces the immersion of the game, and the repetition quickly becomes annoying. The solution to this, IMO, is to provide more information in game to allow the player to do what they want without having to guess. Specially, I would suggest having an overlay over the trajectory line that shows "failure points" like: -time of EC loss -time of signal loss -destruction in atmosphere In the concept image above, red represents a permanent failure (e.g. batteries run out with no solar panels), while orange represents when the craft is temporarily uncontrollable (e.g. signal blocked by Minmus). This way, you'd be reminded to deploy your antenna and solar panels before its too late. You'd know to adjust your flyby trajectory so you're always in range of the DSN, and you'd know to change your periapsis so you don't burn up in the atmosphere. And if the problem isn't fixable, you could end the mission right there without wasting any more time. What do you think?
  14. Are there distinct "direct" and "relay" antennas IRL, or does that only exist in KSP?
  15. Someone once made a suggestion to have toggelable subcategory folders/drawers within each category. That way parts would be clearly separated by size and extraneous parts could be easily hidden. Edit:
  16. What's your main savegame like? How far have you progressed (and how would you define "progression"?) What are notable mods you use? Do you have goals you want to accomplish? For me, my main savegame at the moment is a career game with JNSQ, FAR, Kerbalism (LS and Science only), Burearacy, Unkerballed Start, Career Evolution, and CryoEngines. I think these mods give a "realism lite" feel to KSP while stretching out the early stages of the game. I especially like how JNSQ and FAR forces an emphasis on efficient rocket designed, which affects everything else in the game. So far, I've sent probes to Duna and Eve and am preparing to send Kerbals to Munar orbit. My ultimate goal is to pull of a crewed mission to Duna and back- this will be my first time doing it with Kerbalism and JNSQ.
  17. Squad released KSP 1 EA because they had to. They didn't have the funds to develop KSP for years without income, and they needed the time to generate publicity before full release. T2 doesn't have those problems.
  18. I wonder how a sudden surge of mass gatherings across the world will affect coronavirus containment... Not that I'm against them, but the consequences can't be ignored.
  19. I recorded a Saturn V launch in KSP, and added music from First Man and audio from Apollo 11. Noteworthy mods include BDB, Modular Launch Pads, JNSQ, and all the visual mods.
  20. What do you think happens to the rain when people tell it to come back another day
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