hellion13
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KSP2 Release Notes
Posts posted by hellion13
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Went from a 5400rpm drive to a Samsung 840evo recently. The initial load screen speed increased dramatically. Somewhat less dramatically with the in-game screens but noticeable nonetheless.
As far as timing it? Two or three minutes down to less than 15 seconds. Modded can take upwards of 30 seconds.
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I use 120% heat. And for me the air around Duna is no longer able to be used for aerobraking its too thin. Got down to 10km at 1500m/s and still had to use my engines to get an actual orbit when I shot back out having used only a whole 2 units of ablator.
Haven't been to Jool yet. Cant say anything about it.
Kerbins is alright. Thick enough that straight in entries arent possible anymore. Forgetting a heatshield is a death sentence for anything orbital. Fairings are needed (for me anyway) stuff rips off or overheats way to fast.
parachutes are fun(read: russian roulette whether they open in time or even at all). Useless on duna but fun.
Thats the extent of my experience so far with ksp 1.0.4.
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I cant actually get a Duna aerocapture to work anymore. 10km PE @ 1500m/s and I still have escape velocity. Any lower and I run the risk of lithobraking into a mountain.
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Designing and building a Formula 1 styled rover to go to any planet with an atmosphere.
With the new aero in the game, the aerodynamics on the car actually work. And at 60m/s the limits on the wheels (150mph) it needs the aero to turn or the whole thing lifts like a plane and proceeds to disassemble itself.
Getting it to fly on a rocket was another mess entirely. Ended up with Tweakscale to get a bigger service bay to use as a roll out garage. It worked. Though 60m/s is way too fast for Duna.
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I have no way to check this since Squad doesn't post sales figures (with good reason). But I believe a lot of the hate comes with the deluge of new players to the community with the .90-1.0.4 releases and the advertising that went with it.
Before .90 the community was the same as always. Then it seems that within 6 months we had 2 high profile releases with 1.0 and 1.0.3/4. That brought everybody back to the forums, or caused them to join the forums.
Its not there is hate towards the devs, its just more people here to complain when a bug is found. Shoddy releases not withstanding.
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Was copying Scott Manley's cargo bay rover compartment except I was using tweakscale and had a 3 meter bay.
First launch I was halfway to duna before I realized I had no crew.
Second launch I watched as my rover continued to orbit Kerbin while i sped away on a duna injection burn.
Finally got the whole thing to duna only to watch my hastily designed landers heat shield flip off taking the landers wheels with it during entry.
A simple fix later and I was back at duna enduring a stupidly steep entry as I was getting aggravated when I realized that no landing legs in the game can survive a 400m/s impact(my engine/chute combo was not enough) so after all of the bull, it ended with my design being scattered for 30km across the surface of duna and Jeb standing there with a smile and me alt/F4 rage quitting.
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120gb 840evo SSD, 3.4ghz i5. Loads in less than 20 seconds with a couple of gui mods.
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Im imagining its a normalized plane with wings and fuel and such. But I wonder about where you've place the fuel, as it gets used faster now. If the CoL is too close to the CoM, as soon as any fuel is used mass gets shifted backwards(fuel runs backwards) putting the CoL in front of the CoM, effectively ruining any hope of stable flight.
Turn on the displays in the sph and empty the fuel front to back you can see it happening.
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My first rocket, and pretty much every subsequent rocket and plane have been called whatever the the default name is "Untitled Spacecraft" i guess.
For some reason I just start a new sandbox everytime I load up. Usually because I forgot what I was doing.
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Its seems to me people are having wildly differentiating experiences with heating. Some are reporting the game is playing more like pre-1.0, some are saying its like oldFAR+DRE.
Im gonna report that while I'm seeing an advancement towards some realism with the way re-entry heat works,
It still plays like a cutesy 1/6th newtonian physics spaceflight game.
While the realism and efficiency math may be the bread and butter for some gamers. Its still possible to land on the moon with an entire Munar Colony using 5 of the largest engines(I dont recommend this for your PCs sake) or to put a small satellite in orbit using nothing but RCS.
I also found that KJR(kerbal joint reinforcement) worked right off the bat so Ive not actually experienced the stock part joint physics.
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I bought in a long time ago, even put it down for a year.
They could have claimed "Done!" after they implemented docking ports in .18.x and I would have been happy with my purchase.
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Loving it for the most part. Doesn't crash. Framerates are the same.
Radiators seem useless to me, don't seem to do anything. Left it to rotate through 5-6 orbits, whole craft still glowing bright red from launch. Didn't seem to matter much. Engines ran full thrust until it was out of fuel.
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I've run through a couple career modes modded and stock. Longest but easiest was the Interstellar extended career I just finished (more science parts).
But I honestly spend the vast majority in Sandbox so thats what I voted. Testing. Lots of testing. Testing and building things from YouTube. Building and testing my own.
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I'll agree that despite the hype, 1.0.0-1.0.1 had some bugs. Out of all of em, only two maybe three have affected 100% of users. So in order to rectify this Squad has had to triage the bugs. The worst offender, the memory leak, does have a mostly fix already out thanks to the modding community, so you can just download CKAN or go to the forums and fix it (for the most part).
As for the rest of the game breaking bugs people are finding, they are so far outside of normal gameplay for most players, that they never see em. So Its not an immediate concern for the Devs. Not to say they aren't fixing them, they are, its just now there isnt a bug crashing the game five minutes(if you've download the community fix).
Here we run into business issues. Now they have Sony breathing down their necks. The Unity 5 swap is going but going slow. They got players complaining about bugs. Bug fixing staff is short, because 3/4 of the office os neck deep in Unity 5 code, while the other 1/4 is trying to untangle the mess from before. And at this point its going to be a more sound plan to just release all the bug fixes with the U5 patch. Probably sometime near the PS4 release.
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Drove 950 miles with a busted water pump in a 96 dodge caravan. Everytime I lifted my foot off the gas all the water would spray out. Many water stops.
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I have no use for efficiency. Its going to get there as fast as possible. If it doesn't have at least a twr of 4.00 its not good enough. I'm worse with probes. They need a twr of 8 or higher. Im trying to achieve blow it up in the atmosphere shortly after take off TWRs or at least peg the g meter. L-VNs are too slow for me.
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CKAN has a couple of part packs in the 10m and 7m wide range. Takes the VAB to its limits with out modding.
Largest I've built from it was a double length ten meter core, six ten meter boosters, with 7 meter boosters doubled up on the 10m boosters. It was ridiculous, and didn't serve a purpose. Main core engine covered the launchpad. Everything else hung over the edges. It blows up a lot. Main tank cant hardly take the weight of six ten meter boosters with twelve seven meter boosters hanging on those.
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If I had no limits, i would try to land the Mün(softly) on Kerbin. Work my way to having all but Jool landed on Kerbin. Maybe put Kerbin(plus landed planets) in Jool orbit as a moon. All with rockets. If I had no limits, if the planets weren't on rails. If I had absolutely no limits and with other stars? Attempt to equal a black hole using the same method but with stars. Maybe build an unimaginably dense 3d game using the planets and rockets as the atoms and physics that make up gigantic voxels. I have no limits, this includes processing power, and will to succeed. All done using KSP as a framework.
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Just sayin', its worked fine. But it backs out into the mode select screen instead of the main menu. Not the first time I've noticed this, just the time it bothered me enough to post about it.
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I hired and filled for almost 30 minutes once. Dont know how many there were. Kerbals were costing hundreds of millions. Got like 10 fps when it finally loaded. Proceeds to launch fine, but around 250m/s it suddenly becomes a huge explosion with very little actual debris. I think a couple little cube struts survived until impact. There had to have been hundreds of kerbals ready to colonize laythe all go up in an instant.
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Keep forgetting to put RCS on my space planes. Get so wrapped up in getting them to fly that when they finally do I can't control them....
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Built a Kerbalized Saturn V with stock parts. Versions include a lander, minus lander, large survey probe, docking core, and a lab and crew tank coupled with 2 of the big liquid fuel boosters. All can be manned or unmanned. I dont understand the fuss about the fairings I like them. They make it possible to make interstaged landers. Kerbal joint reinforcement to hold it all together with out using 3 trillon struts(still some though).
I must be missing something when it comes to launching rovers. Been trying to add a rover to the design to keep with the Apollo theme. Balance is fleeing. Rockets dont fly right. Back to the drawing board for now.
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They have numerical readouts in the form of kerbal engineer, mechjeb(dont have to use the auto pilot), flight indicator, among a few others and precise node along with mechjeb amd probably more can help with controlling encounters. Not exactly core gameplay, but they are mostly just GUI mods and dont take up a huge amount of memory(unlike most of the part mods).
I find that engineer and mechjeb(I bounce between the two depending) are AMAZING for craft readouts and flight information. Mechjeb(if you're lazy) will even perform the manoeuvres pretty much dead on +/-100m(outside of the launch autopilot)
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Kerbal joint reinforcement for the win. On the other hand, it makes for easy flight. Almost too easy. Struts don'teed to be used anymore if you follow a logical rocket design.
A full on 5 stage kerbalized one man Saturn V rocket with lander(and fairings) flies like a Saturn V, even has a minor(very minor) bit of full body flex against the atmosphere right before first stage burn out. Add some canards(2x symmetry x2on the big engine cowlings) and it will fly stable a full 20 degrees out side of the velocity vector.
Heat Wave...
in The Lounge
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Nothing but sunny skies and 70 degrees in Missouri. We also have AC so it doesn't really matter unless it gets above 100 then the AC can't keep up.