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N_Molson

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Posts posted by N_Molson

  1. Just now, Alshain said:

    I like the Navball with that size.  I used to use EnhancedNavball to increase it, now I don't have to.  But I still have to move it off to the left with EnhancedNavball, because front and center is annoying.

    That would be cool to be able to size it down independently from the rest of the UI. The most annoying issue, is that on a 1050x1680 screen, the original texture size is too small, and looks almost a bit blurry.

  2. Thanks a lot for those notes, very interesting. :cool:

    In addition, I have the feeling (is it just me ? - I play music and train my hear a lot -) that the audio quality is much lower than in previous versions. It's like the files have been compressed to a higher rate. Is it intentional ? I can definitively hear a lot of "compression noise" in background of all audio FX and some music tracks, that's a pity. ;.;

  3. 4 minutes ago, TimePeriod said:

    I'd rather wait another 2 weeks.

    I want quality over quantity.

    Sure, but they also have a manager that puts them deadlines, the industry works like that, even in "indy" studios. The money they use to develop the game does not rain from the sky, and the % they get for each copy sold is very low :) The picture of people sitting on a mountain of gold and developing their game when they want to is completely wrong. They have to sell more copies and meet expectations from their manager.

  4. 11 minutes ago, KerikBalm said:

    I'd prefer another runway halfway around kerbin... where landings get 100% recovery as if it were kerbin (or low recovery costs based on mass that needs to be transported, rather than base cost of the parts).

    Yeah, that would be a must. And not only 2 runways, but say one by "Private compagny (Rockomax, etc...)" spread all over Kerbin, figuring the major population centers. Maybe the recovery bonus could even be related to your reputation relative to that compagny. You could fulfill contracts for them or even give money to improve it. You could also have some "jealousy" between two rival companies, meaning that getting well with one makes the other angry. And each one would give missions specialized in one area (exploring, rescuing, testing, space stations, space tourism...), to give a strategic depht to the whole "system". :)

  5. Some background, make Kerbin a more interesting planet, and Kerbals more "unique".

    - More launch sites (or airports) on Kerbin, and some buildings to figure the major cities. It could open low-end missions like ferrying (a lot of) kerbals or cargo in a specified amount of time (that would give us a good reason to build fast while fuel-efficient jumbo-jets or suborbital spaceplanes, too !).

    - Being able to invest money and upgrade various launch sites, or additional R&D centers that could earn extra science % bonus. There could also be upgrades for income and reputation bonuses, too.

    - Add a log for each Kerbal, that tracks flight time (and how much time spent around/on which planet), EVAs etc...

    - Distinctive suit color/insigna for each rank. The ultimate one being the highly prized Orange Suit (TM) that only Jeb, Bob, Bill & Val are currently allowed to wear. Some hairstyle/color variety, too.

    - Have those Courage / Stupidity stats do something that impacts gameplay. :) Transition from a life-time paycheck to a monthly wage. Experienced Kerbals wanting MOAR MONEY, of course.

    My two Kredi-cents :wink:

  6. The game is much much better since the new aerodynamics have been implemented.

    It now gives you an idea of how things work. And still its pretty easy.

    If you have problems just toggle "F12" and watch the aerodynamic forces. Keep the nose of the rocket near the yellow speed indicator. Think in terms of airflow, and add fins if you need extra control.

  7. That's a simple matter of AoA (Angle of Attack). In surface mode, the yellow marker shows the direction of the airflow, while the eyeball shows you where the rocket is heading. The key is to keep that angle very low during the critical stage of the ascent (10,000 to 20,000 meters depending of the rocket design). Keeping the nose within the yellow cue should work. That's much, much more realistic, indeed !

  8. Alas, she is amongst the growing list of the now 12 Kerbals that gave their life since I started a v1.0 career. Underestimated the parachutes more realistic model, deployed too low, slammed into the ground. RIP. But (some) lessons were learned and she gave her life for the good of Kerbal Science.

  9. Looks like a clone of KSP. Anyone any more info about it?

    Absolutely not a clone, as said above. This game focuses on real management, personnel micro-management, hardware R&D etc... With quite a huge selection of historical US and Soviet hardware. If you played and liked BARIS (Buzz Aldrin's Race Into Space, 1993), you're going to love it.

    There's an official forum there : http://www.slitherine.com/forum/viewforum.php?f=226 :wink:

    Are you launching separate rockets and failing each launch or are you reloading the game? Some games keep the random probability 'dice rolls' saved inside the zacrtane to avoid save scumming....

    It does, and yes skilled Mission Controllers are what ultimately make the difference.

    It will be released the 31st of October, on Steam too I think.

  10. So wait, when this effect is described as "skipping back into space" by the popular press, they're lying then?

    When returning from the Moon, no. The Earth "slingshot" effect can send the spacecraft on an escape trajectory. Or in an orbit so elliptic it will take months for it to come back. Also don't forget that KSP physics model don't take gravity perturbations into account. Sun/Moon/Earth interactions can send the spacecraft in an elliptic orbit around Earth that never crosses atmosphere again.

    terrible analogy if what's actually happening in shallow re-entries is that the air exerted no upward force whatsoever on the craft and instead exerted entirely retrograde force only on the craft (drag)

    You forget something that isn't (AFAIK) implemented in KSP : conical (Apollo) or headlight-shaped (Soyuz) capsules produce lift, like any shuttles or aircrafts. They are designed to produce lift when re-entering, and while they are designed to fly at their best at very high ultra-sonic speeds, they completely stall only slightly above Mach 1 (at trans-sonic speeds). When the capsule is tilted in the right direction (thanks to RCS thrusters), it acts as a wing : air pressure is higher on the heatshield, and lower above the top.

    From Wikipedia :

    In practice, capsules do create a significant and useful amount of lift. This lift is used to control the trajectory of the capsule. This controls allows for reduced g-forces for the crew, as well as reducing the peak heat transfer into the capsule. The longer the vehicle spends at high altitude, the thinner the air is and the less heat is conducted. For example the Apollo capsule had a lift to drag ratio of about 0.35. In the absence of any lift the Apollo capsule would be subjected to about 20g deceleration (8g for low-earth-orbiting spacecraft), but with lift the trajectory can be kept to around 4g.

    So, when the capsule "skips" the atmosphere, lift is produced, and not only drag. Of course nothing can produce more lift than drag (else we wouldn't need engines !), but the effect is significant enough to greatly bend the trajectory of the spacecraft. This, combined with the slingshot effect, can be a one-way ticket when re-entering from lunar velocities (roughly 10,500 m/s vs "only" 7,500 m/s for a LEO return). And to escape Earth SOI, you don't need to go much faster than 11,000 m/s.

    A spherical capsule (like Vostok) produces no lift at all, and only drag, typically getting 8-9g on re-entry. There is also a safety mode on the Soyuz that, if the other controls fail, make the capsule automatically spin on itself at a fast rate, which nullifies lift. This is called a "ballistic reentry", and the spacecraft decelerates exactly like a spherical capsule in that case. Soyuz TMA-11 re-entered that way, and was nearly 500 kilometers off-target, because of the lack of lift.

  11. Lander should be able to transfer stored experiments ... reports... surface samples... to the other pod while docked.

    This is definitively a problem, which kills pretty much the concept of a separated lander. Apollo astronauts would have been a little sorry if they had not been able to transfer the lunar samples from the LM to the CSM... :huh:

    And since the soil samples are by much the most valuable science artefacts, there is no way to skip them.

    Now, of course, you can add parachutes to the lander and push it back into Kerbin's atmosphere since there is no re-entry check yet, but I feel like it's cheating...

  12. Also don't forget that almost all the experiments lose most of their value if they are not recovered. Goo canisters, in particular, suffer a nasty -80% penalty if you simply transmit them. So be sure to bring them back on Kerbin. If you want to do this in a more or less realistic fashion, you will need to achieve a powered descent, else they would burn.

  13. The only thing I have to reproach to this update is that it comes with a small pack of annoying bugs, but I'm certain they will be patched soon. Also it was a long time since .21, and Squad certainly had to release something, even if not perfectly polished.

    Gathering Science is a fun new goal. It pushes you to move forward and set ambitious objectives.

    Concerning people that say "it's too easy", here are a few points to consider :

    - Try without MechJeb or other mods that basically fly for you.

    - Currently you can re-enter Kerbin with Goo canisters and experiments, but one day heating management will come, and retrieving the experiments will require a powered descent. Which means a much heavier and costly launch assembly. You will have to do with communications, and those apply huge penalties to the number of Science Points you gather.

    - There is no money or parts availability limit right now. I doubt you will start with enough Kerbucks to build a monster stack that can reach Duna.

    - Some things that make life a bit too easy are probably going to be fixed. Like directly transmitting data from the Farside of the Mun without using relay communication satellites (how does those radio waves get through the Mun ?!).

    - The unlimited supply of Kerbonauts is not going to last forever. And I guess they will have to rest between missions, which will require a team if you want to launch missions continuously. Now you can do anything with Jeb only, but even that heroic guy has the right to sleep from time to time, not even speaking of vacations. Also, here again, they are kindly working for free now (and a few snacks), but this isn't going to last...

    So yeah, really, work in progress, and the fact I already like what I see now makes me very optimistic for the future.

  14. I agree that the 3.75 meters parts of KW rocketry really add something to the game. It is an elegant solution to build "Saturn-V" heavy lifters class. Other than esthetical, the huge pro is that using that kind of configuration drastically reduces the number of parts in the rocket. And then the game engine and your graphic card handles it more easily.

    Now why space agencies don't use such launchers everyday ? Because they are insanely expensive, require heavy infrastructures and then are reserved to manned interplanetary exploration (or mining if you want) missions (which is a point of a space program). It could be the same in KSP. Those parts would be the very costly, and then you would use them only when necessary, like when you want to send a complex (ker)manned mission to Duna or Jool's moons, with rovers, surface lander, orbital module, etc...

    Also, think that more realistic aerodynamics, if implemented, will probably give a serious blow to those "asparagus" designs. There's a reason if you don't see that in real life. :wink:

    Now, 5 meters, I don't know, not sure there is a need for it right now.

  15. Career mode of course, progress tracking screen, statistics about the Kerbonauts (time spent in space, in EVA and on which body, background stuff like a small biography, etc...), maybe a beginning of the budget management...

    Apart from that, re-entry thermodynamics. I want to know when my entry angle was good enough and when it wasn't. :wink:

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