Jump to content

Xarian

Members
  • Posts

    25
  • Joined

  • Last visited

Everything posted by Xarian

  1. I love me some realism mods. This will go well with realistic fuel tank weights and rocket engine TWR.
  2. There's one simple reason that water is worse than land. Jellyfish. The oceans of Kerbin are infested.
  3. Man, seeing those rendered stills really brings me back. In fact, the first one has me worried that a sand worm is going to come eat my harvester. And btw - regarding KSP tabletop - freaking brilliant idea. Jason (playing Jebediah Kerman): "Is it ok if we use content from 3rd party books? I want to use Infernal Robotics." Chris (the GM): "Sure, but keep in mind that some of those books can have some pretty weird rules..." (...later...) Jason: "Okay. I have a powered hinge attached to a jet engine - it's been in my subassemblies since last week's session." Chris: "Okay, where are you going with this?" Jason: "I'm going to put one on each side of this fuel tank and make a VTOL jet!" Chris: "Well, you can try." The GM thumbs through the Infernal Robotics book and finds the appropriate table. "Roll a d20 and 2d8." Jason: *rolling* "The d20 came up as a 3 - I got 3 and 4 on the other dice." Chris: "Alright, looks like you succeeded. Want to move to the runway?" Jason: "Yeah! I'm so going to buzz the tower after this! I start my engines and rotate them so I can do a vertical takeoff." Chris: "Okay, roll for Jeb's piloting." Jason: *rolling* "20! Yeah baby!" Chris: "Okay, well, it turns out that your starboard hinge was attached using rotational symmetry rather than a mirror plane..." Jason: "So what's that mean? Do I take off? WHAT HAPPENS TO JEB?!" Chris: "It means that one engine is pointing down and the other is pointing up. Your plane starts pinwheeling across the runway like a giant pointy sausage." Jason and Sarah (playing Bill Kerman): *mystified* "Uh, what?" Chris: "The aft section flies off shortly after that. Jeb manages to eject the parachute at the last second and coast to the ground..." Jason: "Jeb the immortal!" Chris: "... and lands on Bill's rover, destroying it." *rolling some dice* "Thankfully Bill managed to get to the escape hatch in time." Sarah (playing Bill Kerman): "Guys, that was the first time that Bill even made it off the runway. I'm cursed." Chris: "Well, KSP is a hard game. By the way, Kerbin is pretty unforgiving at night time. Bill starts to hear some wolves howling in the distance. Sounds like they're getting closer..."
  4. Huh, you're 100% right. I forgot about gimbal; usually turn it off for asparagus setups...
  5. Two things I'd like: - Ability to enable the mod per engine, either through Tweakables, Action Groups, or both - Support for B9 VTOL engines It should be less efficient than dual asparagus, as your engines won't be running at 100% thrust.
  6. It's an awesome idea, and I like to see all kinds of mods that allow for kerbals to have their own 'self'. I think that you should have all of the text customizable through a cfg. This includes the 'Final Frontier Hall of Fame' title, Ribbons title, ribbon titles, and ribbon descriptions. The reason is mainly for our own customization and immersion, but also to fix your typos. It will also allow language edits.
  7. People other than devs can add features to the game. http://forum.kerbalspaceprogram.com/forums/35-Add-on-Releases-and-Projects-Showcase
  8. Congrats. Most of my experience is in making hypersonic aircraft and space stations. Can barely make it to Minmus, otherwise.
  9. I leave Jeb behind all the time. He likes it.
  10. You people are way too narrowly focused on RAM. Benefits for x64: 1 - More RAM usage (as stated before) 2 - Making optimal use of multiple cores x64 would allow your system to run the physics thread across multiple cores instead of only one. Think for a second: timewarp during acceleration, huge part counts without slowdown, more accurate physics calculations, defeating the kraken for good.
  11. There is absolutely nothing educated about your guessing. Just a poor excuse for a thread.
  12. Research: has made me like the game less. I really dislike having to send up a whole bunch of landers/flybys/etc just to collect enough Science to get the parts I wanted (aerospace). Not to mention that you barely get any Science from aerospace operations. Science feels much more like a chore rather than any sort of progression. Other 0.22 changes: make great use of subassemblies.
  13. Stock has no ability to grow or use food, nor mine or use minerals, nor operate any space centers other than KSC on Kerbin. Did you mean to say that you can pretend on Stock?
  14. Spacejammer I, perhaps the least appropriate name possible
  15. The good news is that the parts are super easy to edit. So if you find that you can't use a part because it's inferior to other parts in every way (like that radial-mount engine), you can just tweak it so that it's not. For example, make that radial mount engine weigh less, and suddenly it's not useless.
  16. Real reason why Kerbals don't eat: what's the point when they're going to explode in a fireball in 3 1/2 minutes, anyway?
  17. Low speed, low-altitude planes are ridiculously easy to engineer. Much easier than a rocket designed to do anything useful (in other words, anything other than orbit as space debris).
  18. I would love for planetary collisions and stellar manipulation (you know, using Science) to make it into the final release of KSP... doesn't really fit with the low-tech theme, but would be awesome nonetheless to have planetary engines and such.
  19. I have the same problem with nearly every ship that I build. Same problem with a slight yaw+roll to the left with my planes. Best guess is that it's a clipping problem that happens when you use the various symmetry options.
  20. I think you're on to something. This also support my theory that Kerbals are evolved from tennis balls. Why? Have YOU ever seen a tennis racket on Kerbin?
  21. An acceleration warp feature is certainly a good idea, but this implementation wouldn't be particularly realistic (or enjoyable, since it's fun to watch your craft do crazy things at high timewarp). Since getting that deltaV may take hours, your position would also change significantly by the time you reached that acceleration.Enabling acceleration during timewarp for low accelerations would be the best choice, but it would have to be carefully done so as not to cause PhysX to break. It might be possible to create a mod with those types of engines - they would produce no thrust, but the mod would automatically update your craft's velocity and fuel over time (which would also take timewarp time interval into account). This would create the effect of acceleration without using the physics engine, so it would be usable during timewarp. There are tricky parts - you would have to use a toggle workaround for the throttle, since you can't timewarp with the throttle up. Fuel consumption would be easy to deal with, but regenerating fuels (e.g. electric charge) would be much harder to take into account - not impossible, though! Limiting the feature to low accelerations would be best, so shutting off the physics engine wouldn't be that unrealistic. Such a mod may just require adding a PartModule to the Nuclear engine and the Ion engine and wouldn't be all that hard to code. I'll try to look into it soon, if I can remember.
×
×
  • Create New...