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Richter

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Everything posted by Richter

  1. Hello everyone, I play KSP both on OSX and Windows. On both systems I have version 0.23 and it works great (generaly speaking), for what I see, version 0.24 is quite buggy under OSX...is it worth the upgrade at all?
  2. Hi, I tried to look this up on the forum, since I assume that this is a common issue for everyone that keeps on playing KSP, but didn't found anything. My question is: If I understood the game's lingo correctly it is possible to build certain modules (like a rover, a probe or even a full launcher) and to load them while building a new design. This is the concept of sub-assemblies, am I correct? So, how does one saves something as a sub-assembly? I've looked all over the place, I can find the "Load Sub-assembly button" but not any option to save as a sub-assembly... I have a ton of lauchers, rovers and probes, plus some new projects that would be perfect for the part that I wanted to use that way. Can anyone help?
  3. @RoboRay: Sweet, going to give it a go then when I have the chance Any word on if there is ever going to be force feedback ok KSP?
  4. I don't know if this is the proper forum for this buuut... ...Does KSP support any type of forcefeedback joystick? You see, I have one of these http://www.erenumerique.fr/images/periph/20021118/microsoftjoy1.jpg sitting on my desk from my Starlancer/Combat Flight Simulator/Mechwarrior days, and I was just thinking on the ammount of badassery that would be to do some proper flying with all things KSP. Specially with force feedback and "analog" throttle So, is it working yet or not quite? Thanks
  5. Well, yesterday I finished testing the latest version of my "super-heavy-lifter". Since I already have a light-lifter and a medium-lifter, I can now hurl pretty much everything into space So, I started by flying some big fuel cans up to orbit as a backup for my two fuel-space stations around Kerbin. Today's mission will be to fly a couple of fuel cans to the mun (orbit and surface) "by hand" I already did it with a probe, the can's rocket is heavier and more challenging to fly though. On the next weeks I'll go for a proper mun landing (rovers, kerbals and in time a station). Might also try to fly a probe to the sun today, just for the heck of it
  6. Humm, this is the second time someone recommends the original version of Solaris. It's on the to-see list Btw, the EVA section of Space Cowboys kind of reminds me of how I blew up one of my space stations
  7. @Specialist290: That sounds very nice! The scan and drill bit even better! And the whole "build refinery in outerspace" is just awsome! Looks like I have some downloading to do Thanks!
  8. Ok, I got the point you guys are making. I'm familiar with the role of probes and satellites on "real-life" space programs, I was wondering about their "practical" role inside the game, like "reveal" new planets, gather planetary data (such as gravity, or surface info), etc. This question was due to me doing what I now see almost everybody does: hurl probes into space to test-drive rockets, courses, orbits and even practice approaches or landings before sending in the Kerbal-manned ships. So, a couple more questions before we can wrap this question: 1-I recall reading somewhere that Squad (developers) wasn't planning on adding extra "functions" to probes, so they will remain pretty much as they are now on the forseeable future. Is this correct? 2-Someone on this mentioned that they could be used for gathering resourses. Did I got that right? Sorry for the ignorance, but how does one go about doing that? (sounds like extra fun on KSP-land) Thanks for the patience and for the replies
  9. Well this may sound a bit corny, but there are movies/stories that give me a real urge/inspiration to play KSP. I mean to focus on the rocket buiding, mission planning and execution as a hymn to progress, technology and bravery. The kick is living the adventure of venturing off into the unknown space all crammed up inside a tin can with solar panels as opposed to the "luxury cruise" we see on star trek (also a fan, but for different reasons). A tin can where about everything can go wrong and fail, contrary to space operas where the flight itself is trivial Am I alone here, or does it happen with you guys too? My top "inspirational movies": -The Right Stuff (http://www.imdb.com/title/tt0086197/) -The Cosmonaut (http://www.imdb.com/title/tt1629747/) -Apollo 13 (http://www.imdb.com/title/tt0112384/) -Moon (http://www.imdb.com/title/tt1182345/) -Solaris (http://www.imdb.com/title/tt0307479/) -Space Cowboys (http://www.imdb.com/title/tt0186566/) I have a feeling that this one might be a nice "ode" for my forever-lost-in-space-after-EVA Kerbals: -Gravity (http://www.imdb.com/title/tt1454468/), I'll let you guys know when I see it So what movies inspire you guys?
  10. I somehow managed to blowup a refueling station I had placed into orbit. Spent a week getting it up and docking it together, took me less than 10min to blow it up
  11. Hi everybody, I was wondering: what are probes/satellites for under the game's scope? They don't appear to do anything but being overcomplicated hood ornaments for rockets Does anyone knows if they will have a "practical" function inside the game? Is it worthit to build a network of them at this moment? At first I thought they might be a good fit to test rockets and scout paths (orbits) for new planets, but since that on the end they just sit there hovering on orbits or being crashed on the surface, I'm sending rovers (I get to practice my landings) or fuel pods (very handy to have in any orbit!) instead.
  12. Quoting Jack Sparrow: "Oh, thats why..." Thanks for the tip, I'll take a look at that plugin
  13. I meant "In mission" save, the same as the "full save", but from the stage/map views. Conditions may apply such as not saving while accelerating, etc. since it makes sense not to allow players to save crashing rockets or things of the sort This suggestion comes due to the fact that I'm under the impression that "quicksave" is maybe keeping some data from the currently selected ship's state and adds that to the overall game-state info save (or maybe to a container of it's own). That would explain why maneuver nodes aren't saved (if I'm not mistaken, that feature is even scratched from the dev roadmap), since the nodes may belong the map's state, which isn't saved (or something of the sort). That also adds up to the reason why you can't trigger quickload from outside the map/stage views. Now I've noticed that quicksave isn't all that reliable to record mission progress, sometimes it works, sometimes it won't. I've also noticed that saving on the Space Center won't do any good in some conditions, such as saving your ship's position and condition before trying to dock (for example), sometimes you return to space and the ships have drifted away, because they keep moving due to game's realism, and that's correct but it sucks when you are a total n00b and want to save before you make a mess of your flight . I guess that quicksave is meant to be of help with such game-saving needs, however what if I want to save my whole game "as is" because, for instance I can't play anymore? I either risk it with quicksave or leave it knowing that the next time I will have to restart my maneuvers, the third option is to leave the game on pause (it has happened). I can't also keep the state of different flights or different moments on a specific flight. Thus I figured that an "In-Mission" full-save feature might be a good adition to the game, something that keeps a bit more data than the current quicksave and streamlines a bit the way we save and load progress inside the game. If I may elaborate a bit, it would keep current "view" info besides all the other data, so if the player saved it on the map it loads back on the map, if it was on stage, it would load on stage (with the ship's status preserved of course), etc.
  14. Hi, after fiddling with KSP for a while I was wondering...Is there going to be a "proper" save game feature? I mean, quicksave is nice but it sucks when it doesn't work, so maybe a more tradicional approach would be helpful? Also I'm under the impression that maybe there are some limitations to what you guys can "record" of the game's state at a given moment and thus thats why quicksave works as it works (am I right?), but even so I feel that there might be some room for improvement over this matter. Can you shed some light over this matter? Don't get me wrong, I know we are all playing a WIP game, but losing a afternoon's worth of orbiting and docking (both time-consuming activities) because F5 was supposedly quicksaving (except it wasn't) or it won't work at all (bug reported on the proper forum section), can be a bit frustrating for the player, specially after an afternoon of something so tedious like orbit interceptions and docking, that besides taking forever to do, are also difficult to execute. I just killed 3 kerbals in orbit (canceled the flight) because I lacked the patience to play a painstakingly long rescue mission all over again! Those 3 guys are on you KSP dev-team!!
  15. Well, I was finally able to rendez-vous and dock! Thanks everyone for the help I did use mechJeb to learn a bit about the matter, apparently I was making a mess of my interceptions... using your tips and mec's approach I was able to understand how to do it. For now I can only solve "simple" orbit interceptions, if too much alignment is required, I make a mess of it, but I can tackle the easy ones, I guess some practice may be in order For the docking proper, it's complicated to say the least. Isn't there a "docking cam" or something? I've looked all over the place and all I found was "docking mode" and "docking mode controls", but on my version (0.21.1) enabling it doesn't make much difference from the usual stage nav, which makes docking a pain and time-consuming. Anybody has any tips about this?
  16. Hi everyone! I'm new to Kerbal SP, and although I've managed to successfully hurl a couple of rockets, satellites and some other stuff around the orbit of Kerbin and to the Mun, I can't for the life of me do a crummy docking operation while orbiting kerbin. I've read a couple of tutorials here on the forum, watched a couple of videos on youtube, but either I'm being dense or not fully grasping the concept, because I just can't make it work. According to the stuff I've read around here, one should: a) get ship1 into orbit get ship2 into orbit c) try to align as most as possible the orbits of ship1 and 2 d) create a maneuver where both orbits intersect, with a distance below 5km e) execute the maneuver f) when navball enters target mode, hit the brakes (burn retrograde) until relative speed from ship1 to ship2 is 0 g) point ship1 to ship2 and do the dock Now my problems start right on step d! I manage to align the orbits and get an intersection point with a distance of 0.6 km or 1km. From this point on, I'm lost! So far I have: -Created a maneuver to get the intersection points, I execute the maneuver but afterwards if I delete the manuever, the intersection point disapears and I have to start all over... -Did the maneuver and allowed it to stay there (so that I could see the intersection point). I reach the intersection point, but ship2 is still on the other side of kerbin, also no target mode starts on my navball (it is supposed to say 'Target:' instead of 'Orbit'). Both ships stay in orbit of kerbin and apparently they wont meet again for sometime, so, I have to do it all over again... I'm positive I'm doing something very wrong... Also when I create a intersection node, It has a T- there, if my node says that distance is 0.6km and T-8h, does it mean that the next possible intersection is in 8 kerbin hours (so timewarp until then)? Can anyone give the specifics on how does one intercepts another object in orbit and manages to dock with it? What information does the game give me to orient the whole thing? I'm trying to understand how the whole thing works so that I may fiddle with it in the game. I'm sorry for the newb question and I thank you in advance for the help!
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