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JumpsterG

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Everything posted by JumpsterG

  1. I really like the vehicle concept! Range is limited, but having wings for gliding and RCS translational control seems to make for a great little air scooter. I wonder how far it can go if you're careful about gliding to conserve fuel? Maybe this would make a good alternative to a rover on Duna? (though ion gliders might still be better for pure fuel efficiency, I'm just musing, here!)
  2. Especially if that one person is a moderator who's just doing their job. You don't have to agree with the referee on the rules but you have to accept his calls if you want to keep playing the game. And, as KasperVld says, if anyone feels they have truly been treated poorly, contact any member of the moderation team. They will look into things to see if someone made a misstep and will take action as appropriate. No reason to sulk.
  3. I highly approve. Any improvement to Kerbal interactivity will be welcome polish to the final game.
  4. I feel this is technically correct: A lot of effort is going into short video clips that could otherwise be spent on in-game animation. It's important to note that creating such videos is very man-hour expensive. However, there is a bigger picture: Video clips are very desirable down the road as in-game content (cutscenes which give the game a polished feel) and advertising (steam sales page and linkable Youtube videos). Creating the videos in-house means having a couple of guys who are able to get familiar with the models, the animation style, and atmospheric tone the designers are aiming for. Making short one-off videos allows these guys the time, experience, and feedback necessary to comfortably animate the Kerbals and other game assets. When the time comes for making the really important content, they'll be better able to create professional-level work.
  5. Being the owners of the forum, they don't have to follow any rules that are not legal requirements. That said, they did make the source code available for those interested:
  6. Are you maybe frustrated with limited rotation options? WASDQE will rotate objects 90 degrees and holding shift while doing it allows you to rotate parts in 5 degree increments. Editor extensions, mentioned by Vaporo, allows even more options and freedom (I think including radial attachment of normally stack-only parts). (EDIT: The Alt-F12 debug/cheat menu also has an option for enabling part-clipping to let parts intersect one another)
  7. Good luck, dude! We're rooting for you and always look forward to your creations! My best friend quit cigarettes a year ago; it's tough! Some unsolicited advice: - Make sure you have a punching bag or some exercise you can do. You'll be jittery and more frustrated than normal while going through withdrawal and it helps to get some of that out while getting a replacement high from adrenaline. - Whenever you would normally take a smoke break by yourself, go instead for a brisk 5-10 minute walk; this way, you are acting on the urge without actually taking the hit. - Carry chewing gum so you can occupy your mouth when you're forced to stand with others during their smoke break (this is the worst situation when quitting, because you will always be offered a cigarette).
  8. Ok, I finally decided to install this after waffling on it. It is awesome. These types of effects should absolutely be a stock feature of the game. They work really well and give the game a lot more life and atmosphere (hah). Good job all who contributed!
  9. Finally decided to give this a shot tonight. Looks like my timing is right to try out the version from DMagic. Thanks for the work! I'll post/pm if I notice any problems.
  10. (I need to play this update! Arg!) What follows would be any easy way to rendezvous with the asteroid, but you will meet up with it AFTER it passes periapse. It can still be slowed into a stable orbit, but not with the help of the atmosphere. I understand there is a new feature of the maneuver nodes, such that you can set them for future orbits. I haven't seen what this feature looks like, but if you get your orbit to touch the asteroid's periapse, then place a maneuver node there, you'll be able to see a few orbits into the future and find where the asteroid reaches or passes the periapse. Once you've found it, go back one orbit and use the same node to adjust your orbit in or out a bit (pulling on prograde/retrograde) until the projected closest approach is as close as you want it (within 5-10 kilometers should be pretty good). What you're doing is increasing or decreasing your orbital period, so it takes more or less time for you to swing back around the planet to meet up with the asteroid as it arrives. Once you start getting close to that closest approach, you switch to target mode and start burning hard at target retrograde (to match velocity with the asteroid). A maneuver node can help you gauge how long a burn will be needed, just try to get the projected orbit to more or less match the asteroid's path by pulling on prograde. Once relative velocity gets close to zero, you can then burn toward the pink target to start your final approach, then time warp and adjust as necessary until you're close enough to do your final braking maneuver. It's possible to meet up with the asteroid earlier, but the periapse is the easiest place to plan a rendezvous for (you match your periapse with it's) and match velocities (you're already moving as fast as your orbit allows in the same direction as the asteroid). To meet it earlier, you'd want to set a maneuver to put your apoapse near the asteroid's path so that you get a close approach there or somewhere after it. This could take some fiddling to get right, and I have not had the chance to play with it to find the best way, yet. You'll also need more dV for this kind of rendezvous, but you might make up for it if you are able to then make the asteroid aerobrake for capture. Good luck! Hope some of this makes sense!
  11. I need to actually play with the update (curse you, 9-to-5 job and personal responsibilities!), but I expect it's a good idea to go heavy on SAS and/or RCS to help maintain heading during your burns when towing an asteroid. Even pointing as best as you can at the center of mass, there will be some error, and with the very large mass asteroids bring to the table, I would think that even a very small error will result in rotation you'll need to fight against. Or there's a bug in there somewhere. But I'd guess the first point before thinking it's a bug.
  12. Thanks for the notes! I intended to test this mod in a new install last night but got suckered into trying to run a Starbound server for friends. I'm still trying to sneak some time to play with the new update!
  13. Hi there! As far as sandbox goes, nothing you put in orbit really does anything useful (with the notable exception of refueling stations). Mods exist that can extend this quite a bit. Life support, reentry damage, terrain mapping, resource scanning and gathering, communication requirements, are all in the mods section and can be fun to play with. Since the update, I don't know if everything is current, but don't be afraid to experiment. For career mode, probes become a little more useful as lightweight science gatherers for going places that may be too difficult for a return mission. If you're going stock, you'll be role playing a bit if you want to put up satellites for fun. Which isn't a big problem, in my opinion.
  14. That's my experience with PC builds. No matter how simple, SOMETHING will not show up timely, or will come dead on arrival, or will turn out to be inexplicably incompatible. Once you have all the hardware, then of course you may find problems with getting all the drivers you need, and sometimes the O/S will pretend it doesn't see your license information, and so on... Expect something to go wrong, and you wont feel so bad when it does. Although I feel bad that you're still without a home computer to kick around on.
  15. Yes! I actually kind of like starting over. Lets you approach the game in new ways each time!
  16. Thanks KerbMav! Love Payday2, and these new enemies are awesome. *snicker*
  17. Since you bumped this thread back up, I'd just like to throw in and say that I am still using this mod and am very happy with it! Landings (both horizontal and vertical, successful and unsuccessful) are much more fun.
  18. It's entirely possible the save may continue to work (though I think it was said that asteroids would not spawn in old saves, only new games), but I'd rather start career over to properly enjoy the rebalancing and new features. I'm one of those gamers that enjoys starting over from scratch. Every time, you get to approach the game in a new way. Still, just a few more biomes to hit with my on-station science lander. In my head, there's a race against time before the MunStation project's funding is cut and it must be deorbited.
  19. Wow, these answers are a lot smarter than what I first thought of. In vector math, two vectors with magnitudes of 1 added together can equal a new vector of any magnitude between 0 and 2, depending on the directions of the original vectors. 1up + 1up = 2up but 1up + 1down = 0up
  20. Hello and good luck! Programming can be a very fulfilling hobby or career. Just be careful not to get burned out doing overnight coding sessions.
  21. It's good to have you! Welcome to the forums. I've been rushing around my current save, trying to finish all that I want to do before the new update forces me to start over. It'll be hard to give up that Munar space station I've built, but I'm excited about all the new stuff we'll be getting.
  22. Howdy! Feel free to ask questions. We don't bite.
  23. I'm not really for putting logos/decals onto rockets (unless we do it ourselves, of course), but it could be funny to carry or set up advertising billboards as part of a contract. It seems to me that Kerbal CEOs would authorize outrageous publicity stunts like orbiting billboards that require telescopes to see. Might be a little too silly for what KSP is going for, and doesn't leave much room for designing your own mission around it, but I don't know. Could be fun.
  24. Welcome to the forums! It sounds like you managed the hard part just fine (pinpoint landings). TMS already described the best way to switch focus between local vessels/kerbals. If all else fails, you can also go back to the Space Center and choose a target from the tracking station's list of "flights".
  25. Hello! The community is almost as awesome as the game itself; hopefully you'll enjoy it, too. Regarding Mechjeb, I've seen a pattern to many players' behavior: 1) Start Playing KSP, fumble around, barely make orbit, start learning basics, get headache. 2) Discover Mechjeb, difficult tasks are handled by a button-press, start understanding how things work. 3) Remove Mechjeb, impress self with how much you can do without. 4) Reinstall Mechjeb for information and automation of repetitive tasks, feel pro. Sounds like you're experienced enough that you jumped straight to (4).
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