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Everything posted by J.Random
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[science] decouple mistery goo
J.Random replied to lesto's topic in KSP1 Gameplay Questions and Tutorials
If they just break off, you can retrieve them later from tracking station (and still get science for them). But often they get destroyed completely - that's where splashdown becomes a problem. -
Energy for transmitting? Antenna stats?
J.Random replied to Renaissance0321's topic in KSP1 Gameplay Questions and Tutorials
Because 5 Mits = 3x2Mit packets, 10 charge per packet = 30 charge. -
Phase angles and launch windows
J.Random replied to Galileo Kerbonaut's topic in KSP1 Gameplay Questions and Tutorials
More quick way to do this would be to timewarp at the launchpad instead of orbit. -
What? Sandbox didn't go anywhere and the game is still highly moddable. Reentry heat, atmospheric conditions and better aerodynamics are in the list of planned features. Have I missed some announcement?
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
J.Random replied to DYJ's topic in KSP1 Mod Releases
Could you please add parts for wingtips? Like, non-resizable (manually) slick light parts without lift capabilities, red/green/white textured, which would snap to the wing tip and resize automatically, like wing parts currently do? With Aviation lights support? -
Parachute Cut at <0.5m/s?
J.Random replied to Diazo's topic in KSP1 Gameplay Questions and Tutorials
Actually, his craft needs (1) struts and/or (2) drogue parachutes. Adding normal parachutes will make the craft even more likely to be torn apart by gee-force at 500m. -
Parachute Cut at <0.5m/s?
J.Random replied to Diazo's topic in KSP1 Gameplay Questions and Tutorials
Erm.. because in such situation parachute would deflate and become a twisted mess, I guess? I would remove the "landed" condition - to make parachutes usable as aircraft drogue chutes, but auto-cut at low net speed seems quite reasonable. -
Just add something like into part.cfg. I didn't try that, but brief look at configs tells me it should work.
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Hey, whoever calls it a fail is an idiot. Introduction of tech tree and biomes are two MAJOR improvements. Also, about tech tree being "historical": I've seen devs' comment that tech tree is mostly a history of KSP development, not US/Soviet/whichever space program.
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I agree that in current condition it's quite... simplistic, but it provides ready-to-use framework to build upon it.
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KSP Stock : Docking Difficulty Absurdtastic?
J.Random replied to Andr0s's topic in KSP1 Gameplay Questions and Tutorials
If you're able to get within 1km range, I don't understand the difficulties you're facing. At this distance you may just dump your relative velocity to 0 by pointing at relative retrograde and burning, then point at your target vessel and burn again (don't forget to a) set your target and switch your speed indicator to target mode if it didn't switch automatically), then brake while closing to it. For final approach and port alignment you may want to switch camera to Chase mode. -
I'm pretty sure that here devs mentioned that every crater on Mun has its own biome. Also, old parts (2HOT, etc) allow to log environmental data which counts as experiments.
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Win 7, i7 3770, 32G RAM, GTX690, 2xSSD in RAID0 for system/software partitions. I'm yet to bring this setup on its knees.
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After watching the video I'm even more skeptic about this controller. It's nowhere near the combination of precision AND reaction speed of KB+mouse.
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Thoughts how to make this kind of desigh fly
J.Random replied to TUFOM's topic in KSP1 Gameplay Questions and Tutorials
Structural panels are a dead weight (I see at least 2 tons of it, maybe 3 tons). Drop 'em. Move tail landing gear closer to CoM, just a tiny bit behind it. You'll have to pitch carefully after that. -
upgrading your Tracking station!!
J.Random replied to theghost2333's topic in KSP1 Suggestions & Development Discussion
Don't want to be rude, BUT. First, I like your modesty. Second, it's tracking station, not observatory. Map View is not a "camera floating in space", it's schematic representation of objects and their orbits. You don't need to constantly look at satellite through telescope to know its position. Moreso, removing orbital information and introducing "evolving photography station" instead is a step back, not forward. Most of things suggested in this topic is implemented in mods. Satellite maintenance? KAS. Building comm network? RemoteTech. -
Eva_rotate_on_move
J.Random replied to Spyritdragon's topic in KSP1 Suggestions & Development Discussion
It's toggled with Caps Lock, iirc. -
The biggest two problems facing Humanity are Stupidity and Zealotry. Everything else is solvable, but only if those two are defeated, which won't happen any time soon.
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Oh, come on! Being modest is a nice trait, but hey, let's add some BIG titles onto that graph. We cannot add GTA V, of course, but there were Splinter Cell BL and Saints Row IV. Come on, add them to the same graph. You'll see a spike and quite rapid falloff of their popularity. KSP's audience is stable. I dare say that it's growing with every patch. For a niche game that's quite good result.
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Because if they try to implement it, they will have two options: (a) keep two completely different UI in development (which takes resources) or ( make it console friendly as a priority (lists to scan through, cycling through parts and/or menus, wanna-be-smarter-than-player camera, etc, etc - which will screw with PC user experience). Different control methods require different user interfaces. Any compromise will look like Windows 8 *insert horror movie music here*.
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nonononononono Please, NO.