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CodatheSpaceFox
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KSP2 Release Notes
Everything posted by CodatheSpaceFox
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I like the idea for a "loan" safety net, but it kinda breaks some points that I'd appreciate. For one, obviously KSP is not linear, nor is it designed with some end game. Loans make sense here, in the sense of players learning to respect the fact that they have parts, and costs for them. But, with the use of loans, obviously it has to have limits, and if those are spent, then what? wait for some time induced bail out to continue? Now, I like loans, but there should be an alternative in my opinion. Without reducing players to repeating missions for pay (unless they're dynamic, like rescuing stranded kerbanauts for other space programs/nations.) there needs to be "Chores" to act as a more solid structure of funding. As I already suggested, dynamic missions like rescues, part scavenging, resource expeditions, and other such tedious activities would go hand in hand with a loan system, for one, there could be set "loan" stock vehicles for these missions you can use to opt out of building your own, and the pay of the mission will be based on fuel consumption, time, vehicular condition, etc. Then, as for making loans reasonable other than X amount of money. It could be based on varying factors. Reputation, success ratings for missions (what kind of mission as well could be considered), average time it took to pay the loan off, and even could be loaned based on a single vehicle's reputation. Like a commonly used launch sub stage could end up sponsored since said loaner may feel more at ease with investing in the payload. As for space races, I really like this concept, except it needs to be balanced for ships assembled in orbit, up to the point of an exit burn.
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Quite a feat of ingenuity, I have always been impressed with structural pieces ability to take a lot of stress, but I usually avoided them for their weight. This is very impressive though, and I do believe I'll have to give them a second chance to prove their ability. Thanks for the share, and well done with your launch and design. ^^
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This is just a sign that KSP is still in it's creation stage. Just like how the mk2 and mk3 spaceplane pods lack IVA, yet the passenger pod... thing... (Can never remember the name) Was recently given one. Squad is going about things in a progressive state, as the engine issue is not game breaking, and is actually easily adjusted by the player, or mods that fix the variables, they're not making it a priority at the moment, while they get back to making your landing places more dangerous. A lot of the parts are due for a bit of a value touch up, you'd be surprised how inconsistent they are, but there's plenty of modders who've made a mission to bring some consistency to them in their mods, to make themselves and anyone who'd like that kind of comfort in their rockets a bit more content without adding a million extra parts. Give it time, things will be fixed, and you'll get your radial attached cupholder in a few more updates too. In the meantime, there is no shame in hunting down such inconsistencies for the sake of knowledge, just as well, Showing interest in the parts being rebalanced may get enough attention for squad to take a few minutes away from adding more craters to things and adjust a few .txt files.
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Ker-Bull Air Race (New Update to Better Gates)
CodatheSpaceFox replied to Darren9's topic in KSP1 Challenges & Mission ideas
My laptop lacks the ability to record my flights, but I can always set a button to my joystick to snap screenshots when I get to the gates. As well as the vehicle I used. -
Ker-Bull Air Race (New Update to Better Gates)
CodatheSpaceFox replied to Darren9's topic in KSP1 Challenges & Mission ideas
I have to ask honestly for the advanced course, did you just jam those harder to reach ones there and said "Yea that looks easier than it will be." Because that's truly kerbal of you, and now I get to redesign my slam rocket configuration again for some ludicrous turning. Well done. -
Ker-Bull Air Race (New Update to Better Gates)
CodatheSpaceFox replied to Darren9's topic in KSP1 Challenges & Mission ideas
Awesome, thanks. Do the instruments work with .21 as is? Also someone needs to get a course set in stone so I can dislodge it with countless excuses for planes. Seriously though, wish there was some more input on this challenge too, always better to have inspiration and times to compete. -
Ker-Bull Air Race (New Update to Better Gates)
CodatheSpaceFox replied to Darren9's topic in KSP1 Challenges & Mission ideas
Well, I'm a fairly gifted pilot from some young age training on handling suchs birds, of course, there's a huuuuuge difference from a real simulator to ksp, but luckily I've got a collection of planes that have done my crazy ass well. So yea, I'll give you some feedback after I crash a few times. After test edit: So after a bit of trial and error, I managed to complete the track on an average 6:28 in a dual jetted crop duster. Hardly setting speed records, and the track was simple enough to follow once I actually managed to get there. Which reminds me, in the video beginning this thread, what mod is that for the gui altimeter? or is KSP holding out on something? I usually fly IVA because I can't tell my altitude otherwise. -
Ker-Bull Air Race (New Update to Better Gates)
CodatheSpaceFox replied to Darren9's topic in KSP1 Challenges & Mission ideas
Would reverting the flight restore the damaged checkpoints at that point? Really kinda eager to fly objectively. -
Ker-Bull Air Race (New Update to Better Gates)
CodatheSpaceFox replied to Darren9's topic in KSP1 Challenges & Mission ideas
So looking forward to this being redone for .21. I was wondering if I'd ever find a challenge like this hanging around, glad I did. -
Ion Engines for a Rover?
CodatheSpaceFox replied to a topic in KSP1 Gameplay Questions and Tutorials
Glad to hear your ion test was a success. It makes sense, as it helps add a bit more ground related force, and I figure you don't need so much. Your wheels are for heavier craft, but I use them for everything as well, call me a hypocrite I suppose. They work well mix and matched though. you can easily combine them in rover designs if worked in correctly. I wonder though, have you considered something to lift your rovers? I wonder if IONs would have enough power to lower a light rover's gravity effect enough as to traverse long ranges in a sort of jumping motion. Maybe mix RCS with ION support to use the new mun terrain as a series of jumps much like a BMX bike would handle them. Maybe not as fabulously, but I figure any time off the surface is faster than on, just so long as it's maintained. It works with my RCS bikes so far, even thought they don't ever touch the ground, just float from one place to another and land on micro docking ports. -
Ion Engines for a Rover?
CodatheSpaceFox replied to a topic in KSP1 Gameplay Questions and Tutorials
Well, here's hoping any on mun tests prove some worthy results. One way or another though, you have a good skill in designing unique rovers. -
I have to agree. The content being worked on as well as testing of things such as linux has certainly been hidden behind a drawn curtain. I do understand some disclosure is necessary to prevent masses from digging their desires into progress. You can't please everyone after all, but this level now is clearly a bit too hidden to be considered Alpha. Experimental team, media team, development releases. Squad seems to be clinging to their name rather tightly as of late. It's almost enough to draw one back from taking this game more than just a brilliant idea turned into a lesser brilliant series of events. Even if it is Beta, honestly. Showing the list of bugs handled is applauded by those who take interest in what they're invested in. Sure, an infestation of issues is nothing good to look at, but seeing them resolved shows that they're paying attention. Take Minecraft for example, they literally prod people to find bugs for them even after official release, and their snapshots are open to all, not selectively. I may have strayed a bit, I tend to do that, but Squad's taking a lesser appreciated road rather steadily.
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DON'T EVE- *Ahem* Please don't even joke about such matters, if EA got ahold of KSP, the earth's intelligent population would leave earth, the apocalypse would become a mercy killing of humanity, all dreams and pleasant thoughts will turn to horrors, and EA will microtransaction you every time Jeb grins. We must NEVER speak of this again, EVER. EVER EVER.
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You've been hiding something from us, Nova.
CodatheSpaceFox replied to stupid_chris's topic in The Lounge
Herpeh Birthday! -
What do you guys think of the Mun's new surface?
CodatheSpaceFox replied to bigdad84's topic in KSP1 Discussion
Only a fool would try to please everyone, but this is definitely a collective step up. Personally, the unfiform appearance and lack of otherwise dominant craters makes it appear a bit odd, but the new terrain looks very promising for smashing even more stuff against the overly hilly surface. -
I'd guess it'd depend on the condition, for example, if you managed to match a relative speed to your target, you'd probably also be matching the orbit. Considering speed is half responsible for said orbit. If you managed to "crash" the two together against different, but acceptable conditions, the entire object would rely on the game's mechanics I figure, since it usually considers the bulk of two objects as one if they're connected. At least from other tests. I'm curious on this now though, would they adjust respectively? would it even be possible considering the need to match speeds and connect without de-orbitting the ballistic craft? how much Jebadiah glue would you need to keep them together? so many variables.
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Without mods, or a successful docking without mechjeb myself. I've been pushing myself closer to coming up with ideas to make it easier in Vanilla. I can already say that .21 is going to make it infinitely easier with the rebalanced RCS and SAS, but just as well, the navball is a great too on it's own but I found it needs help. Without a vector marking rotation, it does make it pretty damn hard to size up your ship VS the guidance, especially which way is "up" in your navball. I've collected on a few little tips that I have turned into habit. Even though I've never actually docked anything myself yet, but from experience of other uses, they size up pretty well. Firstly, Batteries. about 3 radial batteries with the green lights facing with your docking port on a ship makes it very easy to locate, or even one works just as well to show which way is considered the upward portion of the docking port, to show your ship's orientation in that respect. Have to thank Scott Manley for that one. Second, if your ship is going to dock, make it readily able. Since I work with SSTOs a lot, I try to avoid the tuck in port, since I always worry it's going to be a pain to line up, and instead I try to put the port on the front or back of the ship, that way I already am aware of my rotation in respect to it, and don't need to fumble with it. Again, never managed in practice, but all in all I can at least hit a satellite dead on with a rear facing port for practice. Again, depending on the ship, or station, try to make the ports convenient to it's size, design, and weight distribution. a lander usually has them on top, for example, so you don't really need to fumble with side swiping, and in the end, as long as the RCS aren't duct taped unevenly, that usually leaves "forward" and "back" translations unaffected by balance in that respect. And I've seen plenty of success with that. For stations, putting your ports out on truss supports, or making a specific docking spot away from the central portion, will help. Truss me. Now, hopefully I wasn't talking out of my atomic engine too much, as I attempt to take my own advice. Hope anything I blabbered out helps.
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Since recently I've actually made a few manned missions along with just preparing with ideas. Racing with .21 to put my first lander on minmus and bring it back home.
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Thanks again, and now I bring my first real open question. So far in the months of lunacy and delight KSP has brought me, I've dug my nose into mods much like my past travels into Minecraft. Now though, I'm seeking some vanilla experience and ideas. With sprinkles like sub assembly, engineer, and DEADBEEF's building assistance mods specifically for knowledge and convenience. My best work was building a half successful lander, settler can combo, dropping in skycrane style with a single Kerbal can on the Mun. I forgot the name of that object, basically the only not "cabin" crew module. Sadly, poor design literally killed half the lander on a little hiccup to disconnect from the habitat, and since that mission has been lost to my update timed save sweep. Due to all the mods and no progress I have yet to truly preserve any built .craft or save file. So, I've been trying to peace together some specific objective to keep myself sane, be it exploring Kerbin's wonders via space plane, or making a ghetto community of stranded Kerbals on the mun, or maybe shoot for Minmus. At least their KerbalCola will stay nice and chilled there. Any ideas or input would be appreciated. ^^
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Thanks. ^^ Wonder about such writings though, if my skills in vacuum match what skill I have in the realm of storytelling, maybe I'll be able to put together some storyboards of my own like I spot every so often.
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Thanks for the welcome. ^^ Looking forward to the .21 update, good thing I never seem to leave any craft intact since I started. No worries about the save breaking solar flare coming in. But, I do hope that once it comes I can get my first docking, and maybe hit Minmus and Duna next... if I recall Duna has an atmosphere, thin one I believe. Give me a real reason to add a parachute or two to my first Velvet cake planet bound lander.
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Well, I suppose that'd be the case. My previous account had not survived the unexpected forum collision, but ironically, I hadn't posted anything in the time I had it anyways. Heh...heh heh... Ahem. Anyways, I do hope to keep some pace in the forum's traffic, I've certainly seen a lot of traffic since I originally bought the game sometime before Christmas, and plenty of wonderful vessels to be jealous about, and many tutorials to bring me to more spectacular failures. I'm on the 94th stamp on my Success or bust card. So here's hoping it pays off huh? Since I bought the game I've nosed my way about the forums to Scott Manley's resources, and my best event was landing a pair of small landers within flopping and walking distance of eachother. As well as taking a rather fruitful liking to spaceplanes over rockets. Doesn't make me any better at balancing and getting them anywhere, but I've kept a steady diet of on board sausages and marshmallows thanks to the more recent addition of atmospheric affects. Even made a flying campsite... thing... once with the new command seats. If it wasn't for the control panels and winglets bapping bill in the face it'd have been a pretty convincing piece for my wall of flames. Ah, but enough of my showing off at how to do the same stuff every not so newbie has done. Here's hoping I fit into this collection of interplanetary lunatics that make up KSP's community. ^^