Jump to content

blizzy78

Members
  • Posts

    2,475
  • Joined

  • Last visited

Everything posted by blizzy78

  1. Someone suggested to add a "Back" button to every tutorial page. Well the actual going back is not a problem, but I've also tried to restore the vessel's orbit like it was on the previous page, but I failed. I'm actually able to restore the orbit, but the vessel's position in the orbit does not get restored properly. So much for that plan :-(
  2. Hmm, I don't like removing wheels from the "Brake" group that much because when the permanent brake is active, they don't all brake because you removed them.
  3. Exactly, especially on lower-gravity worlds this can lead to disaster. It's better to brake by repeatedly tapping (not holding!) the key to go backwards, and only activate the real brake when the rover has come to a stop.
  4. Check the "Stage" action group, you might have accidentally put the parachute in there. Also, agreed about buying the game.
  5. Either the command pod is not facing the same way the ship is facing, or the engine is shut down.
  6. His sketchbook has some more nice images of roving vehicles.
  7. Works fine for me when I change the default settings to: - Payload mass: 1 - Max. TWR: 999999 - Min. boosters: 10000 - Max. boosters: 10000 - All engine packs activated. The result is a ridiculous TWR of 287, of course.
  8. Is it just me or does clicking on the zoom icon not help? The images still are so small it's impossible to see anything.
  9. Eww. Actually I don't like children. Like, at all. :-)
  10. As I wrote in the comments on SpacePort, would it be possible to add filter buttons and a search text bar? Those would be really helpful. Also, I don't find sorting by distance all that helpful. I usually give names like "Mun Mining Base" or "Ike Fuel Bus", so sorting alphabetically would be more fitting for me. Perhaps there could be a button to toggle sorting mode?
  11. Tried to use Procedural Fairings to recreate the Spacecraft Lunar Module Adapter on my Apollo craft, to no avail. I don't think it's possible with Procedural Fairings at this point because it always needs a base part as the fairing end point. The original SLA didn't.
  12. Right. I didn't want to incline it even more because of the longer burn time, and it might be easier to not get it down to zero. But I'll look into it again. I'll try to come up with those icons like with the other markers. Not quite sure what can be done here. I actually don't want to explain maneuver nodes all that much because it isn't a tutorial about those. Right. In the tutorial it is possible because I've specifically set it up like that, but an additional page explaining that you might have to wait is a good idea. Actually I chose being rather strict at that point. First, there's plenty of time to fiddle with the maneuver node at that point in the tutorial (I think it's about half an hour or so out.) You can also zoom in when dragging the node around the orbit to make even smaller adjustments. Second, it's rather easy to be too soon or to late on the braking maneuver, or not precisely hitting the target retrograde marker when braking - all that will increase the closest approach distance again. So instead of 5 km, you'll end up with like 7 or 8 or even 10. Also as before, not quite a tutorial about maneuver nodes. I specifically chose to ignore markers not relevant to the tutorial, in this case the anti-target marker. Hmm, the specific texts from the tutorial must be these: - "2. Throttle up to about 10-20 m/s relative velocity. This will bring us closer." - "3. To brake, rotate our vessel and point it towards the 'retrograde' marker again, then throttle up to bring the relative velocity down to zero." I agree about the first one, your suggestion makes for a nicer sentence About the second, it depends on the understanding of "relative velocity." If the player is sure about what "relative velocity (between two vessels)" means, the original text should be quite clear as it is. Thanks, I really appreciate the suggestions. Please keep them coming In making the two tutorials I really felt that it can be quite a challenge to come up with relatively short explanations and build up players' knowledge at the same time. There's only so much screen space, and you also have to cut down on information overload. That also plays into why I chose not to explain too much about maneuver nodes and irrelevant nav ball markers. Please do if you can spare the time. I'm always interested to hear other people's thoughts. Too bad the feedback on the two tutorials is quite thin so far. There have been quite some downloads, but not a lot of people have spoken up yet.
  13. I've made an in-game rendezvous tutorial plugin, you might want to check that out. (see signature)
  14. Using symmetry groups icons together. If you add the parts individually, it won't. Other than that, you can scroll through the staging list using the mouse wheel.
  15. Oh right, I totally forgot about the "return to Kerbin" part. It can be quite a challenge to land back at KSC.
  16. Uhh, please post a picture. It says more than a thousand words. That would depend simply on thrust to weight ratio, if not for the parachutes. Also depends on the TWR. If they can fire the tank away on Kerbin, they definitely can on Duna. You can also attach them in an angled way, so there wouldn't be any need to drive out just in time.
  17. I'd say try the stock tutorials. Then, try to go into orbit yourself. Go to the Mun and orbit it. Try to land. Try landing on Minmus (includes inclination change.) Build a space station (includes docking.) You will need to launch multiple vessels to do all that
  18. You can change that in the little settings window in the Space Center scene.
  19. Well, Procedural Fairings has a way to know the size of all the parts that a fairing will encase, so it must work somehow. But anyway, I don't see the relevance of procedural nosecones here in this thread. Maybe make a new thread in the addon requests forum?
×
×
  • Create New...