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DoToH

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Everything posted by DoToH

  1. You have two options: 1) Set infinite fuel and do the burn. 2) Manage to address the situation by other means. I find more fun in option 2 (I've done a lot of rescue missions and many kerbals died because of this), but is your game. Yours is the choice.
  2. Checked all of them, but I'm very far from fuel efficiency in landing at a location. I Installed Mechjeb once, but didn't like it and uninstalled few hours later. I knew the basics back then. Mechjeb is a powerful tool and can help with learning. It would be useful in my first 10 KSP hours or so, when I kept launching vertically and not turning... vertical up and vertical down... then I read about orbital mechanics. @smart013 I'm not bragging when saying I don't use Mechjeb. It's a fact. It's the same as somebody telling he does his DV calculations by hand while I use KER. It's no offense. I just don't want to lose my time doing something that I know how to do but find boring. Same goes for Mechjeb users. This is not a thread about "I'm pro and you aren't". IMO, this thread is a way to see which tasks are difficult to learn with KSP's tools or tutorials and how some mods help with the learning. On a side note, I fail to see the relation of the gravity assists with autopilot. I plan them with nodes, so, in my case, there is no more piloting skill required than executing nodes with accuracy. Does Mechjeb (or other autopilot mod I'm not aware of) plan/execute gravity assists? (I tried Mechjeb long ago)
  3. 0.17 or 0.18, I dont remember... I remember moving map camera to measure angles on the screen and doing the math to reach Mun, so it has to be before maneuver nodes. Also learned the easy solution: burn when Mun rises!! 2013 forum kraken ate my account too.
  4. As sandbox player who never unlocked the whole tech tree (I tried twice, but became boring and went back to sandbox) I know my opinion about a career feature is not very important, but is tied to the reason I play sandbox, so there it goes... First, to clarify some of the people who posted here, including Maxmaps, SIMULATORS ARE GAMES too. The sentence SIMULATOR vs GAME only makes sense when talking about proffessional simulators. KSP used to be a simulator game. IMO, career mode gives RPG features to the game, and I dont like it. Farming science/funds in KSP = farming cash and materials to unlock, buy or craft equipment in any RPG. No need to explain this one. Missions in KSP = quests in any RPG. Maybe there are some of them funny, but in my sandbox game I had to rescue Jeb, who was in a Moho highly eliptical orbit, because I wanted to. I dont need a mission system for that. Like in quests in RPGs, missions are there to make the farming process less boring and less time-consuming. Kerbal XP and skills = RPG XP and skills It had to come. Is the RPG feature missing in KSP career mode. While I would like to keep a file on my kerebals (what he did and where he has been), I dont like the propossed experience boosts, none of them. The problem with kerbal XP is that kerbals DONT DO ANYTHING but add weight and take samples. They dont auto-pilot (and while I dont use mechjeb, auto pilot is a good reason to SIMULATE XP and skills). They dont auto-do science, you have to click-report, click-take sample, .... why not give them the option to do this tasks automatically and modify the result (amount of science points or time to complete task) taking into account the experience of the kerbal?. This is, IMO, the correct way to SIMULATE experience. You cant take experience into account for any task the subject is NOT DOING HIMSELF. Let me give an example: With current system: Land - (click) crew report - (click) EVA - (click) EVA report - (click) take sample - (click) plant flag - (click) Goo observation - (click) Materials observation - (click) temperature observation - get in pod - take off. Total time: 2 minutes. Results: allways the same (with the XP system propossed by squad this one would change). Simulation with XP: Land (maybe AUTOLAND if desired with precision and fuel consumed modified by pilot's XP, including possible crash/damage) - (clik) Make experiments (time to finish and science obtained modified by XP) - While kerbal is making science, go and launch another mission or simply timewarp - When experiments are finished show a report (including info about science obtained from every experiment available) - take off. Total time: depends on kerbal XP. Results: depends on kerbal XP. Thats why I play sandbox. And thats why the only interesting update for me since more than a year ago was 0.23.5. Development was focused from October 2013 (release of 0.22 and career mode) in a effort to convert a SIMULATOR GAME into a RPG GAME. I would play career when the kerbals really can do stuff, when I can give control to them to make the tedious tasks (not only the piloting ones, because i find science more tedius than refueling missions). Meanwhile, to play RPG, Skyrim is the option.
  5. I like to look at Jool in the sky from Laythe surface
  6. I've only built ONE functional plane. I have downloaded FAR, but never installed it. FAR scares me. I used LV-N's only twice. Last time was my Moho mission. Wasted more than 2000 m/s of dV in correction burns because of the 15 minute transfer burn was done in one go. Rescue mission was a massive 5x KR2-L 1200 ton ship. I will never use LV-N's again. High TWR is close friend to MOAR BOOSTERS law. I use time warp to stop rotation. Very common sin... I don't use asparagus. I prefer to add some tanks, boosters and stages rather than fuel lines. The only one complaining is my processor due to part count rising. I don't like Mechjeb and never tell people not to use it!!!. Yes, I know. I'm insane. I hacked gravity once and forgot to switch gravity back when I got to LKO. My next launch (to Mün) reached Kerbin escape velocity at about 10.000 m. over launchpad. Switched to map view to begin my gravity turn and ..... WTF!!! I installed KAS to attach forgotten RCS boosters and RCS tanks to my first Moho lander while in LKO. Too lazy to rebuild and refuel the interplanetary ship. It never got to Moho anyway, but RCS helped to dock with the rescue mission ship after I ran out of fuel mid-transfer.
  7. ..... Scansat, Procedural Fairings, RemoteTech, TAC life support ... I Bought KSP when 0.18 was released and I'm satisfied with my purchase. I've played KSP much more than other AAA games and I can't help wanting more content. That's why the game is so great. I keep one KSP install for each release and only have to run my 0.18 to see how much the game has changed. The game's been in development for more than three years, so many changes done, and still has a lot of potential. I think KSP developers are prisoners of their own success. We want MORE, and we want it NOW. Nobody asks for more from a crappy game, people just uninstall it and cry for the money lost. Now, before someone else arrives to call me fanboy, let me tell you that I don't like the direction of development. I would like some features from my "essential mod list" added to stock, but not having the same preferences as the developer team or wanting more information about planned features doesn't make KSP a bad game. If KSP were a bad game, I would have it uninstalled long ago. In fact, you are here criticizing because you want more from KSP instead of playing any other game. Why would you waste your time if you don't like the game?
  8. Since Elite was my first space game: In fact, any one from this list does the trick
  9. When your processor jumps from the mainboard and kicks your face with anger.
  10. And what new feature implementing while on alpha stage of development is for. The "if you want it, install a mod" answer is well known and little constructive. Many of us wanting some sort of ISRU already have a mod about it installed. So did many people before with docking mods or plane mods, and those features became stock. We are just sharing ideas about why and how this could be done (maybe devs could use some of them). You think it shouldn't be stock... can you give a reason (other than "there is a mod that does it")? No offense, Im just asking for a more detailed explanation. Do you think it would affect gameplay? too much complexity? low priority feature but ok to have it in 1.0?....
  11. sometimes, touching is not enogh, kerbal has to hug the goo. You can check it in the science facilty at KSC.
  12. This reminds me the first problem (and many times addressed as a Kethane weak point) with resource mining. Other feature is needed before resource mining: we need resource consumption/production while on rails and unfocussed. Launch a probe with 10 units of electric charge, without batteries or solar panels, get to LKO and switch to the tracking station, timewarp for a year and when you get back to the probe.... magically near full of electric charge!!. You can get to Jool and back without panels. Also... deplete your comsat/mapsat charge (extend panels before), stop energy consumption and leave it in HKO, switch to the tracking station and timewarp for a year. No additional charge from panels when you get back. This has to be resolved before any form of resource mining is implemented. Once done, no need to be "staring at a refinery/converter/dril/whatever while it does its thing". I am planning to make a mod/API to simulate electric charge comsumption/production while unfoccused but I found one big problem (my programing skills limited mostly to C and knowing near to nothing about KSP API are little problems XD). While fixed rate consumption/production is easy to implement, solar panel production is a pain. I played with some aproaches, but none of them looks good enough. If devs take on this task (they clearly have more odds than me to succeed), any resource mining addon/feature would be easier to make and more user friendly. The player would build the base/refinery/whatever, turn it on and leave it running, going there later on to collect products, i.e. build, land and fly rockets around (which is what this game is about). Simple or complex resource chain implementations would be possible. I prefer simple resource chain implementations like this one Just add ICE to get water (ICE -> WATER -> LOX + LH2) and tweak the ice production rate to be different at each celestial body. Simple enough to prevent heavy management and complex enough to give players more things to do (which is what this is all about). The key is off-focus consumption/production. Without it, any ISRU would lead to the same complains as kethane (babysitting facilities), like Red Iron Crown pointed about aerodynamics with the addition of plane parts. Personally, I have Kethane installed because it's (IMO) the best approach available at the time to the system I would like to have
  13. The crater where the Armstrong memorial easter egg is
  14. I think a better aporoach to the resource topic is asking why and not how. Do we really need resource system? some of us believe it could be a nice feature because of: I read about complex or simpler possible implementations, but didn't read any reasoned answer about why not having resources. I can't consider "it's not fun" as a valid reason, because players are not suppossed to be forced to use the minning thing. Let's settle this point first. Later on, we can discuss about how complex the system should be or how much development effort would it need. The point is giving Squad a clear view of why a not funny thing could be good for general gameplay (or why not). One example: killing debris from the tracking station, click and confirm many times is not funny, but clearing every piece of debris with a space tug could be a nightmare for some players (some other players find it funny).
  15. There are newbies posting every day asking for help ... "can't get to minmus" or "out of fuel, can't return from mun" are common threads in the gameplay questions section. Maybe is a little bit easier with maneuver nodes and stronger joints, but the real difficulty comes from learning orbital mechanics and desingning more efficient rockets/planes. For me, and for the average experienced player, a trip to Minmus, with suborbital jumps to gather science on every biome is easy, but many people can't get to the mun and back, so I'll answer no, is not easier.
  16. +1 Maybe mine to harvest fuel/kethane/whatever and processing resource to get my ship refueled and just timewarping until full is not funny. Let me tell you what is not funny: launch, rendezvous with interplanetary fueler at LKO, dock, transfer fuel, undock, deorbit.... repeat 10 times until interplanetary fueler is full, timewarp to launch window to Jool and timewarp again until arrival. Actually is boring. Timewarp exploit while minning?... we are timewarping already to wait for launch windows, we are timewarping while interplanetary transfers. The only difference is the place where you timewarp. I'd prefer timewarping while mining than the whole process I have to do without some resource system. Long ago, I read about "routine launches" in a thread about mechjeb. One guy said he was using mechjeb only to pilot some routine refuel missions (I don't remember the thread or the name), while piloting manually the interesting ones. Many of us have refuelers tested and flown many times. The is no challenge (fun) in launching the same rocket for the 68th time (my last refuel to LKO was the 68th). I think the devs should see that adding a feature, even if it is "not funny", can improve the game experience, allowing us to get rid of some other "routine processes" that can be boring for many players. If a simple resource system to help with refueling at distant planets is added it would be player choice to use it or to keep refuelling without it. Its not bad to give the players freedom to choose.
  17. UT is total time from game start (year 1, day 1) in seconds. To change to day 233 you have to add 232 days, 232*6*3600 = 5011200 seconds (assuming time setting is kerbin time with 6 hour days).
  18. This forum is full of cheaters.... I bet none of you have ever seen the GAME OVER message in KSP... allways cheating to win...
  19. I play sandbox. Career mode at the moment is a disguised "achievement mode". You can't fail. No wrong decisions, no penalties for mission failure, just do more science to unlock more parts. Maybe when they release 0.24, with buget and missions, career mode becomes more challenging
  20. One from my very first space simulation game, back in 1980's: LAVE
  21. Most players use information plugins (Mechjeb, KER, VOID...). It would be nice to have the info in stock.
  22. You drive your car faster to take advantage from the Oberth effect and save fuel. You receive a nice photo with the speeding ticket as additional proof.
  23. ^This^ is my point of view about the current direction of development efforts. More core features means more opportunities for missions/contracts/whatever they want on career mode
  24. Maybe this could be done in the research building at KSC, adding a new tab called "ships" to show a list of experiments per ship ( like in science archives) with buttons to transmit/keep/trash in every item, like we have now the "review report" option in the science archives
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