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KSP2 Release Notes
Everything posted by KerbMav
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
There is talk of lifting bodies no longer working in stock KSP - does anyone know something about that and whether FAR does it right still?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Does it? Or is it only not counting visibly?
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Oups ... up to 4
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So you secretely go to the ladies room?! I will call that cheating and you will have come off well that way!
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Maybe the thought was, that the Mammoth consists of 4 nozzles and delivers "1000kn per nozzle"?
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Looking for old parts-forgot to back them up
KerbMav replied to KerikBalm's topic in KSP1 Discussion
Time for a new official mod? KSP Legacy Parts? But who will maintain that lot later on?! -
66 Steady!
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While I did not know everything you wrote, my statement is still valid, the Vector as to carry the shuttle to orbit (in KSP). But I am on the same page with you that it is not confined to this sole purpose and therefore outshines the other 1.25m engines to much.
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62 hurry up!
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They are not - at least not in the game. You can surface-sample the ocean, but it does not check for "splashed" or "landed" as far as I know.
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I tend to agree. On the other hand the Vector was meant to launch a shuttle, a shuttle as players know it in the real world - regularly a large craft, and also has to carry all the fuel to get it into orbit in one stage (ignoring the two traditional two solid boosters here). So the engine has to deliver the power to do this. An alternative design choice - for an engine introduced for this specific reason - might have been an engine assembly similar to the Mammoth: three nozzles with the middle one gimbaling, formfitted to go with the typical shuttle parts. The Mammoth consists of 4 nozzles and delivers "1000kn per nozzle" (4000kn), but you cannot take it apart and use it as an "overpowered 1000kn" 1.25m engine, it has to go with 3.75m parts. Saying that the Vector is not meant to be used as any other 1.25m engine is no good, as it still can be used as such - and why should it not, it is there. Yet it goes against the former (implied) design principle in KSP, that no part should go unused/get obsolete due to newer parts later in the tech tree.
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52 ???
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What new science experiments would you like to see in Version 1.1?
KerbMav replied to Birdco_Space's topic in KSP1 Discussion
We have these difficulty sliders, you know. -
Money is a strange subject in Star Trek. For all we know, only humans on Earth gave up on money, including their colonies probably. How that exactly works - apart from "apparently quite well" - is never really explained. Maybe in novels or the like, but not if we take only TV and cinema as hard canon and the only series that really dealt with money issues was DS9, but in these cases it always corresponded to transactions with non-humans/non-Federation citizens. There seems to be some form of credit system, as Sisko mentioned using up all his transporter credits while he was at the Academy just do be at home every evening for dinner - but his might not have anything to do with rationing. Crew members are seen buying stuff and ordering drinks and food during shore leave. The local shopkeepers will certainly not give away their goods just because their customer is a human from Earth, so these are somehow being paid for. Here we have to speculate - or draw upon "secondary literature" after all (which I do not remember, only that I read something somewhere): A member of Starfleet does not need money, food and clothing is readily available at the next replicator. Maybe "earning your pay" in Starfleet means some form of allowance, spending money for expenses during shore leave - or metaphorically speaking "showing ones worth to serve aboard a ship". The concept of money might not be dead completely, maybe Earth's government just provides every citizen with everything they need (a place to live in and a replicator, they perfected fusion after all, so energy on a planet might be abundant) and if you wish for "more" you still have to pick up a job and earn money.
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I am torn - all these fixes promise a good feeling in the game to start again - but with 1.1 on the horizon ... Although I could use the opportunity to get into planes at last ...
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27 +++
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24 and still no end ...
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What new science experiments would you like to see in Version 1.1?
KerbMav replied to Birdco_Space's topic in KSP1 Discussion
Although I dislike the idea of a randomized solar system, I too think that scientific exploration should be somehow more interwoven with the contract system - might need to open up contracts in science mode, just without the financial part of it - and use more time based expeditions (e.g. make use of the mobile lab, requiring it to stay manned and powered for a certain time in a specific location/orbit), which might also be accomplished via the contract system. This would be quite different from just endlessly producing science points in timewarp. Then we might come to the point that new and more animated gizmos to click actually added to the game again by diversfying the equipment necessary for a certain expedition. -
In Shimmy's stream he delivered a rover by plane and that was where it hit me: Would it be possible to define parameters like "does it have wings", "does it fly level" (almost no vertical velocity) or similar to recognize a plane that might land safely after it dropped its cargo or launched a rocket into orbit etc.?
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In Shimmy's stream he talked about reading a huge list of fixes - if they have a list like that, I really hope they do not just give it out to the streamers, but make it public to everyone - it is after all proof of all the work that went into 1.0.5 and should be put out there with pride, not kept secret like "uh, we did not get that right at once". (?)