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Arran

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Everything posted by Arran

  1. With only thrusters on CoM you cant control sideward movement with a ship, so it rotates mostly around it axis.. You can get away with it on some designs of small ships, but heavy ships, just keep spinning around.. You want them to be able too move sideways/upwards/downwards while staying aligned straight towards the docking port.. With only CoM thrusters, you'r Docking manouvres will become alot harder.. So i put often Normal 4way thrusters on CoM, and put one directional thrusters on the top and bottom of the ships, so they can slide in any direction and rotate.. Makes docking manouvres alot easier.. You then control rotation with W A S D, and sliding movement with I J K L, forward backwards with H N keys.. It really makes docking manouvres that way alot easier to preform.
  2. I'm around on the net for a long time, prolly longer as some are old here, and i seen things change online for the worse.. At first the Net was a gathering place for a few geeks like me, that found a new medium and beeing on the net was a kind of privalage, and in time when it became more and more populair, and know by the mainstream user, it started to get harsher and harser.. Today it seems to have reached a point imho that a group of people think beeing on the Net requires to be abusive, threatning and downtalk everyone that doesnt seem to fit their views, in many games if you are new and learning, its a reason for them to flame you, call names and such.. Any attempt to educate them is met with more abusive ranting and raving, sometimes even threatning.. I guess the Nets anomity makes some people think they have the right to be outright obnouxious a....s Its now reaching slowly the point even that Devs are attacked as well to a point some of them quit the industry, and if this keeps up, that small group of people ruins it for everyone.. But i also notice its not just on the Net itself, its everywhere, our whole social society seems to become harsher and harsher, people loosing respect and compasion towards their neighbours schoolmates, colleagues, its everwhere. To me this seems like we are on a path to destroy our own community's and social structures.. And alot of people wish it was differently, but are to afraid to stand up against the minority that ruins it for everyone, or isnt capable to do so..
  3. Having only RCS trusters on CoM, and then trying to dock the ship to a station, and wondering why it only spinning around on its axis Worst of all, made this mistake several times </facepalm>
  4. Those painting / scetches are indead awesome.. Some really nice ones on that website of his.. I really like this one for some odd reason It just looks normal, till you give it a closer look Really well done work.
  5. Docking never seemed too hard to me, till i tried to dock last night my New kethane Drilling unit back up to its station core. The Ship with 32000 units of kethane, weighting a massive 700 tons fully loaded, had one huge design flaw what came to notice on the final approach to dock.. It was seriously underpowered in RCS thrust, no matter how long i used my RCS trusters, i just coudn't get it into position, and it just kept gliding diagonally.. I admit I have MJ on the drill unit, but for docking OPs it just doesn't work, and which such heavy loads MJ just wastes Monopropellent, and never gets the job done.. So MJ is mostly for informational help, and the one thing I still haven't mastered, pinpoint accurate landings. So all the Docking manoeuvres I do manually, what seems much more efficient, as MJ ever can.. Then i got a AHA moment again, switched to the emtpy fuel section, and moved that into positon to the Heavy dril unit and snapped it in place.. Then repositioned the whole structure back into its original place, and started transferring the raw kethane into the processing unit, refilled the Drils engines with fuel and sended it back on its way down. But it reminded me how hard docking can be at times.. After many succesfull docking operations you tend to start cutting corners and start to think docking is easy.. Then you at a point get a reality check
  6. Not really TBH... Making screenshots is working just fine.. F2 for Hiding GUI, and F1 for making screenshots.. Working as intented, in windows for me.. But for your viewing pleasure
  7. Rahter have a few good legs, and a huge pile of legs that only a few of them are usuable.. That comes back too my first part.. Rather have a few good ones Overall you'r mod has become one of my "must haves" for my Kethane operations, allways hitting a brick wall without it.
  8. If Squad thinks you have a case in your informative post, they take notice, if some fanboi flames you for it, just ignore it. On the other hand, some people suggest features as flaws, and some "suggestions" like Multiplayer have been beaten too death by now, popping them up on regulair basis while its on the What not too Suggest list, over and over again. Other suggestions (flaws) are on the "todo" list or just not feasable to do, or maybe an idear for an later Expansion/DLC pack.. But i agree that some fans can be reactng a tat zealous on some people.. I've playing KSP since 0.13 and seen the forums chance alot when the huge influx of Steam players came to the game, it became alot harsher, still compared too other gameforums i visit this one is still one of the nicer and gentler and mature forums in general, with the occasional HighHorsed one posting.. I just tend too ignore those..
  9. My first AHA moment was, when i was trying to figure out on how too put a rather heavy rover for my kethane mission onto the mun that would be working as a refilling station.. Placing it on top on any rocket made it very top heavy, and near uncontrollable So i engineered a reverse staged rocket that staged from top to bottom instead of Bottom too top, and used the rover stage as main engines Later designed i again reversed the idear, and started too make pulling rockets instead of pushing rockets, with using again the landers engines as mainsails so i could use the big orange tank right away as refilling station in Orbit.. And made the Drill unit stand on steep banked surfaces thanks too SirKuts robotics mod on the new Mun surface that has in 0.21 pretty rough craters where all the good deposits are.. Made the Drill unit so, that it could lift itself up, by ungrouping the Legs and Wheel groups so i could seperatly raise and lower each leg and wheel and drive itself around 45 degree angles even fully loaded with 16000 units of kethane without tumbling over..
  10. 2 different engines, would be hard too merge Now Planet Explorers and KSP merging together.. (both Unity Games) that would be something.. It would solve right away any colony building dreams of everyone But like someone said, a man can dream, right
  11. I started gaming in 1974, i was back then 6 years old, my dad bought be a Phongbox for X-mas, and i was hooked.. Still gaming nowadays, only too see gaming slowly become more and more mainstream and accepted, when i was a kid, i had too hide the fact i was playing computer games, or my schoolmates would have pestered me for being a nerd.. Still i am leaning toward the older end of gamers, but i think I'm ta good example that gaming is something nowadays something of all ages, and i think in 20 to 30 years when i am old and grey in a retirement house, i will raise Hell if i don't have internet and a PC too play games on.. No way i gonna spend my old age playing bridge and other duffy games with a bunch of grannies
  12. I understand what you'r saying, but the wheels in KSP work differently.. First of all, biggest problem, KSP dont use differentials, so wheels all turn at same speeds in corners, unlike normal cars/trucks do. So the shrubs in corners and thus give the strange cornering effects. Then since the wheel are independed without differential powered the effect gets even stranger. I dont think there is an easy fix for this, nor i doubt it can be modded in the manner how wheels are supposed too work. Changing wheel angles doesnt help much, since the effect isnt simulated, and can lead even too that they can break easier from the rover. hence this isnt a racing sim like iRacing for example Flipping over can be solved by making the wheelbase wider, and flipping on breaking can be solved by making the wheelbase longer, but this doesnt allways be a working sollution if you try too squeeze the rover into a tiny space on a rocker/spaceplane. So this only works for "fun-rovers".. As i said, this isnt a driving sim, so you prolly need to work here with limitations
  13. Depends, i have it installed, but mostly for quick node planning and for precision landings, i can land landers but i still lack the skill too make pinpoint landings, often i land 5 to 30 km off target <blush> .. Docking i do mostly by hand. MJ just abuse imho way too much RCS and its 50/50 that it even seems to be able to get a ship into position, and just keeps wasting monopropellant fuel. Its still a handy tool, and gives alot of information that isnt in the game all in one mod. so i dont need too have several mods running that provide the same information. But i can do without, its just too handy too have
  14. You only have a asas, and you rocket diviates due drag.. I just added a sas unit too it, launched it, and it went perfectly straight up, all up too 23km without even going a half degree off.. It fell then again straight down, on the launchpad exactly where it launched from.. Its not the sas thats flawed, but your design. asas and the sas are 2 different things, and they work now in the new logic in combination.. I think alot here that just dont understood this right.. Also added more sas doesnt help now by adding torque, but adding asas units help in making a rocket nimbler.. So is your rocket sluggish, with just a CM, add a asas module.. this will make them alot stable and better turning.. Here is an image of your rocked, how i tested it, how they should work https://www.dropbox.com/s/turenz9t20dhv26/redesign.png Grr, site is pretty slow, so added the link directly, image doesnt seem too load NM.. did realize there was a update allready, guess this fixes most people that had problems their problems..
  15. I was trying out the new KSC centre, and i wanted too jump around on all the new roads and landingpad. What gave me an idear too see how far i could get with a Rover, well dunno if this is seen as a record, but i think its one Epic jump with a Rover.. I used a bit of TW at some point, or things would take ages, but you get an good impression i think.. Next challence for this one, as soon i figured out how too strap it on a Rocket, is how it will do on Minmus, trying to get this baby in a orbit
  16. i would say Carreer mode, since they made a first setup for this, i would at least continue on that path till this is in a near completed state. Then when this is in a working state, more stuff could be added to the game and carreermode. making all kind of stuff half-finished is something i would not desire to have.. And rather have Squad focus on one thing at the time.
  17. I allready used alot the Abort Action group setup, but in 0.21 in untested rockets, its the first thing i setup now as a safety measure. Allready had 2 flights that saved my green fellows little butts now, i want too keep my death ratio too a absolute minumum, Currently still at zero.
  18. perfectly happy here, just docked a heavy refuelling ship with my Kethane Drill unit in LKO, all stock (except Kethane ofc) transferred the fuel, and brought back the refuelship back too KSC. Its different as before, ships do seem to be less snappier, but feel more like it should be.. i needed a bit more ahead planning in manouvring, and allmost overshot the ship i wanted too dock with. No more quick turns, and snap it into position, now i actually have too counter the rotations of my ships with as much force counterwise as too the direction i've had them turn too.. It has become a tat harder, but i think this is how it supposed to be opposing how it was.. I like it.. its a step towards how i think ships in space should manouvre.. Planes idem, really like how stable they fly.. And ofc... Hitchiker IVA!!!! YES!
  19. A case of, i play it this way, so everyone should play it like me.. Not a praiseworthy attitude.. Some like mods, if you dont, dont use them.. Some like Quicksaves, if you dont, dont use them Some like Mechjecb, if you dont, dont use it.. How hard can it be too understand this..
  20. i was examing the rumors if Jool was a Gas Gaint, and tried too land on it.. Take my word for it.. you CANT it IS a gas Gaint
  21. One picture tells more as a thousant words
  22. The Big one : Jeb's Shopping Cart, the Smaller one : Bill's BedCrawler
  23. Same here, i would suggest make sure that the main rotors counterbalance each other. take for example a look how rotors of the Chinook rotates, one turns clock-wise the other counter clock-wise too cancel its gyroscopic effect. The Tail rotor in this setup prolly would work against the design, and would i would expect in a RL design make the helicopter spin. Tail rotors are needed is signle Main rotor designs too cancel the gyroscopic effect, in this case the dual main rotor setup would allready making this effect dissapear. But again, i never played with this mod, just making observations on how RL helicopters work.
  24. Then they shouldnt have bought it, Its with clear letters its under development, if they are annoyed with the speed of development, and want a quick finished product they could play, they shoudnt have bought it, since its clear they then have no understanding what the words "Under Development, and Early Acces Means, nor the conditions they agreed on when they bought the game" Sorry if i may sound harsh here, but its the simple truth. Only thing i can maybe agree on, Squad shoudnt maybe placed the game on Steam, mainstream players often have utterly no idear what developing a games even beholds, nor the time and efford it takes too make a game. Other hand, they needed the money too further develop the game, or sell their souls to a Publishers as EA, and where forced halfway developing the game too release it as finisched product, and had too put a half backed product on the market, that would die out within weeks due bugs and we maybe got 2 or 3 patches before support would have ceased, and with low succes Squad was prolly disbanded like many small studios faith was after releasing a half-backed buggy product. This is the harsh life in the gaming industry.. So imho i rather have this model, where we have too learn too deal with patience, and get a chance too see the game develop and grow. And again, if you dont have the patience for that. save you're money for any other finialized 13-in-a-dozen shallow AAA title.. You prolly then are better off.. Again sorry if i sound blunt, and this might not be the answer you want too hear.. its just blunt how things work.
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