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hazarada

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Everything posted by hazarada

  1. On my new awesome spacecraft there is a deck for walking that goes around it. It occurred to me while in space that if I throttled up just enough to be accelerating at 1G, then I should be able to walk on it as if I was on kerbin. So I throttled up and went for an EVA but to my disappointment, as soon as I let go of the ladder, Bob just fell on his back and didn't get up. So right now, while in space and not using the rocket pack, the kerbals go into this useless mode where they can't do anything and won't even try. How about replacing that with attempting to walk on geometry if nearby? I need this for my interplanetary cruise ship!
  2. how about jump on Mun and land in the same place after going around it
  3. Miss it? I sure don't. Nothing great about having to triple strut everything just to have a shot at not exploding upon launch.
  4. While we're at it, lets also add a "give science" button. If you don't like it, don't press it! Lets get real for a minute, the strategy thingies were introduced to add a little layer of tactics to the career mode. If they are unbalanced, as in "making all other means of getting science utterly pointless" kind of unbalanced, then they have failed their purpose and have to be adjusted. Managing the science and funds and reputation is a game in itself, a little challenge, tied to the rest of creative exploration that is KSP. Having to exercise mental gymnastics for that game to be fair does not make a good game.
  5. You're fine down to ~1.3km, or at least thats what the wiki says. I didn't go any lower than 1500m so don't actually know. Also I'm pretty sure this is a bug - when you switch to another craft or go back to space center, the collectors keep collecting at the rate that it last had. While its great that they still work while I'm not actively at the collecting craft (orbital collecting would be really impractical otherwise), they should also consider the craft dipping in and out of the collectable elevation. For example, I approached kerbol with a bi-elliptical maneuver and didn't have enough fuel to round it out so each time I went around kerbol, I spent ~5 seconds below 2000m and a whole year above it but if I exited to space station at just the right moment, the craft kept collecting just as it was below 2000m all the time. I did have a question about detecting karborundum on eve/eelo though, I sent a scout plane to eve with the mini detector thingy. Flew around for 20 min's below 500m (granted, at ~50m/s due to the atmosphere so I only covered ~60km) but didn't see anything. I was expecting to find a giant colorful egg thingy like with the karbonite detector or should I be looking for something else? Also the karborundum reading kept saying 0.89% while flying but as soon as I landed it was 0. Anyways, if karborundum is as scattered as karbonite is and you have to detect it below 500m, It would be nearly impossible to find on eve in a reasonable amount of time.
  6. Most of the strategy thingies are overpowered/broken right now. I managed to unlock all tech, get max rep and get 40 million credits within the first hour of playing 0.25. I do like the overall notion of the strategies but I think they should be scaled back so that you could, for example, get the same amount of science as you'd get from all science instruments by sacrificing 100% of the funds on a contract (so for like "explore the mun" mission you'd get some ~2k science for all funds). Also, the amount of credit per science or rep that you get is underpowered
  7. Yesterday I was doing some missions and I had to rescue somebody called "dudeman kerman" or whatever from the orbit. Just after I loaded him up and started aiming for the de-orbit vector, I saw a gray dot appear. It was moving some ~200m/s relative to me and I was like "woot, what could possibly be around here?". I moved my mouse over the dot and it red "Jebbediah Kerman". A chill went up my spine as I watched him get closer and closer, the thing is - Jebbediah died around a week ago on a botched landing on a return mission from Pol, WTF! As he got to be within 1km of my craft, I tried to hit the - button to switch to him, "maybe the game didn't save right or something?" I thought. Just as I pressed the button, a massive, bloodied, green head covered my screen. It was Jebbediah. His helmet was smashed in, one of his eyes was missing and so was most of his jaw. There was torn skin everywhere and strange crystalline structures protruding out of his skull. He was moving what was left of his jaw, almost as if trying to crack a smile. The whine from his eva suits air tank suddenly stopped and turned into a loud gurgle as he grabbed a hold on my little shuttle. BANG BANG, he was smashing his arm against the airlock with unnatural force. Dudeman was flipping the fk out as the shuttle rumbled and the gurgle spelled out "WAI U LEAVE ME? I AM COME HOME". I maxed the throttle, the kick from the acceleration left me breathless for a moment, but just for a moment. I was out of fuel! I checked the tracking screen and spotted Jebbediah Kerman a few kilometers away. Initially he was moving ~100m/s away from me but gradually he was closing the dV between us. I ordered dudeman to get out there and push the craft with his suit, we needed just some 15dV to drop out of orbit. The screens flickered as Jebbediah stopped moving away from us and started approaching. 4km and closing. Dudeman was doing a good job with the pushing though and the craft was light. I counted down the remaining dV.. 4.. 3.. 2.. thump. I was glad to see that we were now on route to land on Kerbin but wait, where is Jebbediah on the tracking screen? Dudeman, come in! Dudeman, whats going on, can you see anything? Silence. There was nothing else to do but to strap in and wait, it would be 14 minutes before my shuttle actually reaches any significant atmosphere. Gradually the familiar gurgling sound builds up and is shaking the craft once more. "I WAS HUNGRY, SORRY, SO SORRY" echoes in the pod. I can only imagine what happened to dudeman. The banging on the airlock starts up again, 8 minutes. The metal door won't hold for much longer, I realized as I stared at the bumps appearing on the inside. I suited up as a counter measure to the inevitable leak. As the air rushes out, I can see a bloody stump trying to force its way in through the bent edge of the airlock door. Inhumane screams fill whats left of the air inside as I realize that we just hit the atmosphere. There was smoke and fire blasting in through the damaged door, I couldn't see anything as the pod tumbled through re-entry at terrible speeds. I heard the parachutes deploy and g force involved knocked my head against the seat and it was lights out. There was a crackly voice, I couldn't make out what it was saying as I came to. Hissss... I suddenly realized that that would be the radio, It was KSP ground control inquiring what happened. The smoke had mostly cleared out and moonlight was shining through the airlock doorhole, the door had apparently been blown away during re-entry. Still disoriented, I climbed out of the pod. There was nearly nothing left of the shuttle, burning pieces of metal illuminated the desert I appeared to have landed on. There was a twinkle of light in the distance, as it got closer I heard it to be a helicopter. I was trying to radio KSP mission control to tell them what happened but I realized.. I couldn't speak. I lifted my hand to touch my face, only to realize that my hand was gone, it was but a bloody stump. Panicking, I looked for the first aid kit, the shock must have numbed my senses because I couldn't feel anything. Realizing it had been destroyed in the crash, I watched the copter land and desperately rushed towards it. The first responders jumped out of the copter and ran towards me, I was out of breath so I fell on my knees. As they got within 10 feet from me they suddenly stopped and slowly started backing away. I reached for them, why wouldn't they help me? One of them got on the radio and said "this can't be real.. its.. Jebbediah." I was confused, I looked behind me, there was nobody there. As I looked back towards them, they were now running back towards the copter at full speed. I got up and followed them. Just as the copter took off, I wrapped myself around the landing struts. THE END. Holy wow, this post got out of hand, better stop now.
  8. last i checked, structural fuselages don't have a deploy function
  9. Afaik physics warp increases the time step which in most cases is totally unnecessary, most pc's can handle 4x more physics calculations easy on simple crafts in ksp. Imo it should be changed so it didn't increase the time step and give a checkbox option for it to automatically increase time step if it detects its not running in real-time.
  10. I hate water landings, unless i get really lucky or the craft I'm landing is extra light, it always breaks my science-return vessels. I can land on solid ground all day long but when I land in the ocean, its like its made out of acid! I propose landing gear especially designed for water, also semi-functional on ground:
  11. First off, I think money is way too easy right now, I'm not even paying attention to my budget and my wallet just keeps growing. I hope there is something being done about that. That said, I was still inspired to try and save money where I could so first, I tried adding parachutes to the booster rockets that would otherwise crash on kerbin. I saw the chutes go out so I assumed it worked but as I got back from my mission there was nothing to recover from those. Ok, I figured I'd add an ai command module to each of them so they would count as probes. I did some ground testing, gained a few km of altitude, released them and saw them land nice and safe. After I recovered the main vessel, I went into the space center to recover the booster rockets but they were gone, like they never existed. Sucks! Then a few days later, I forgot all about it and was trying out a different science recovery - lander design where most of the vehicle would stay in orbit containing the high and low orbit science and I would only send down the minimal required to get 2 samples of science from there, later I would meet up with the orbital craft again, head home and land in 2 parts. Everything worked out brilliantly, I was clapping my hands as I watched 2 vessels with chutes out landing side by side on kerbin, I recovered the main craft and again, as I went to recover the other craft, it was gone. Sup with that?
  12. Asteroid mining stuff! I want to be able to extract fuel from asteroids and further more, maybe even mine other resources to construct and launch space ships in orbit from particularily big rocks.
  13. eh.. humans can survive up to 25g's for a few seconds, plus kerbals are green and u know what that means.
  14. Too many times.. last time was just yesterday. I had my epic eve lander in orbit, freshly refueled and about to land when the screen went black.. when i restarted the game, all that was left was debris.
  15. I want randomly generated planets so that everyones ksp would be different!
  16. getting them to just play the game would have its own reward, if they're into it, rocket science can come later maybe he can check out algodoo too
  17. Mine is on a very eccentric orbit ranging from jool to moho. What happened was a simple mission to duna, i ran out of fuel some 300 deltaV short from meeting kerbin. The craft had no docking ports and was full of valuable science i didn't want to send over the radio so i built a kind of space tug or rather push, a craft that would meet up with it and push it to kerbin at which point another one of these would catch it. The pushing action worked brilliantly, only problem was it had a crazy amount of velocity when it arrived in kerbin and i couldn't catch it in time so it flew off to its current orbit.. its been there for several years of ingame time now, im planning on rescuing him as soon as i get the atomic rocked unlocked
  18. I don't agree, if anything science is a bit too easy to gather right now. My 2nd craft was a manned lander that was going to gilly, while there i discovered i had enough fuel to make it to eve too and even a parachute i forgot on from testing phases. Poor Jeb would be stuck on eve but the amount of science i made from the whole trip was enough to unlock almost the entire tree (this was 2 hours since i started 0.22) and right after that i had the parts needed to go and rescue jeb The next mission was supposed to be a moho lander.. i missed my mark and would have to settle for a flyby but i still got enough science to finish unlocking the tree.. the end. I think the game could do better in guiding the player towards more science though, right now its a bit of a guessing game and i can see how it would seem to be harder than it actually is.
  19. It's fun to fiddle with all the science gear and transmit important data.. for the first 5 minutes. After that it becomes a bit of a chore and you hotkey all the equipment and while in space, curse at yourself for not adding more solar panels to make it faster. I suggest breaking the science generating object into at least 2 categories: 1. Gear that is always on and transmitting automatically, things like temperature or gravity readings require statistics to have any significant meaning. This would also give a point for creating unmanned orbiters or landers with ongoing long missions (like we see in real life). The amount of science generated would also have to be adjusted (depending on additional uses for science discussed below) to something like a mediocre initial boost that levels off to a low flat rate over x amount of minutes played. 2. Things like surface samples or experiments would be big chunks of science that would would have a low cap on how much of the data you can transmit via radio. No matter how fancy your spaceship is(well with current technology anyways), its no substitute to getting a surface sample back to a lab. This would create the need to return ships instead of just slapping massive amounts of electricity generators on it. that would create the need for at least 2 radically different ship designs, to take it further, heres another subcategory of science modules 3. Gear that is heavy, needs lots of electricity and/or fuel of some sort and generates science in big chunks over long periods of time, for an example - a lab module. Now we have the need for stations because its not economical to land the monstrosity that is able to feed the lab and transmitting the results is too inefficient. Now for the extra uses of science: 1. one obvious one that comes to mind is just selling it (i'm assuming there will be a money system at one point since all the items have a pricetag) 2. improving the efficiency of various gear, for an example 100 science invested into an engine yields 1% better lsp, the next 1% cost is multiplied by something like 1.5 and so on. The modern trend in games is to use a fixed and/or capped perk system but personally i'm not a fan of that. 3. TBH i'd also like to see the current use for science tweaked somewhat, bulk purchasing a bunch of modules for x amount of science on a tree makes little sense to me. I'd rather have science points + money invested into various categories that increase the chance of unlocking a module over time which you can then purchase for a flat fee of science + money. The reasoning for this would be as follows - you invest the science you gather and money to various fields of theoretical science, every now and then that results in a practically useful concept achievable by a larger flat investment.
  20. its a bunch of mysteries in a goo form, kinda obvious isn't it?
  21. The main problem i see with them is that they don't really have a purpose. Anywhere you can get to with ion's, you can get with any other engine, faster. Also since they are so tiny, you cant power anything larger than a toothpick with them for lag reasons. Buff them? Nah, the game just needs to implement more suitable situations for them, also bigger versions.
  22. and now we need to have susan coffey casted as the companion, for obvious reasons. umm.
  23. i played tropico 4 recently, its pretty great, its one of the games where you cant actually tell anybody what to do but you create jobs and influence using other methods.
  24. Fuel: Instead of fixed size tanks how about you select a tank diameter and then click and drag the height which then determines the amount of fuel. Also an option to enter the amount of fuel and get the tank height created that way around. There could be different types of tanks like ones meant for least dry mass or for impact tolerance or whatever. Also i'd like to see an option to build a craft with empty or partially filled tanks (they could be created full by default). Also more control over fuel flow, the one way fuel lines often give unexpected and undesired fuel flow. What would be more functional is a two way fuel line and all tanks connected could have a priority value as to which one gets emptied first and which one last. I'm aware there are mods for this but an official version of harvestable fuel would be great. Engines: In addition to 1 piece engines, what would be cool is separate engine modules. Lets say 3 modules per a functional engine with various options for exhaust, combustion chamber and a mainfold of sorts. Each of them would affect the engine performance and other attributes in some way based on the engine diameter. UI: An optional readout of your current periapsis and apoapsis in the staging view would be great. In docking mode a sort of overlay projection of your current trajectory (like a line) as well as the projected position(like a big X marker) of the closest docking port on the other vessel at the closest point of approach by the projected line In flight function assignment, sorta like in VAB. Other: More wheel variations, faster and stronger ones! In flight strut construction, my giant space station needs them :/ i'd gladly sacrifice assign many of my kerbonauts to the building task.
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