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Everything posted by Diche Bach
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Oh okay. So the fact that it is taking my 7 stage rocket that I've used a lot to put stuff into geosynch and out to Mun, and committing the gravity turn at 5.4km instead of 10 to 11 where I normally do it doesn't really mean that 5.4km is the "better" place to do that turn? I get the impression that there are presently quite a few known problems with this version as it functions either with 0.21 KSP else with other mods? I have RemoteTech running, but not using the Flight Computer. I just had MJ fail me on an Ascent that I turned over to full auto right after launch (really just to see how it works). First it didn't prevent overheats and my central engine blew up. Next it didn't actually relinquish control of the throttle or attitude when I clicked "Deactivate Autopilot" and then finally it sent my rocket into a spin at about 30km that caused it to break apart and fall out of the sky. Can try replicate or provide more details as needed.
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How To Speak Kerbal! With Translator!
Diche Bach replied to Tanner Rawlings's topic in KSP Fan Works
I think really the most important questions I'm still not seeing answer to is: 1. Is the proper way to refer to their native tongue: "Kerbish" or "Kerbalese" or "Kerbch" or perhaps "Kerbian" maybe even "Kerbwana" or "Kerbhili" possibly even "Kerbonics" or "Kerbon?" 2. What alphabet is used to write the Kerbal native language? -
Will these work with 0.13? I have yet to get very far with Stock+NT+Malkuth's two packs (keep getting distracted by learning to use other mods), but eventually hope to make my way through _all_ of the available mission packs. I can if you want DL and prioritize playing yours to give you more specific feedback. Re questions: 1. Don't see why, depending on what they are. 2. Totally reasonable, although if it is possible to make the specific missions in the pack optional to proceed to further missions that might be advisable so that even those using stock my be able to play it through. 3. Why not do both? Offer them as separate packs and offer them as one merged pack. 4. I think the main thing here is "Is it okay with Squad, and is it okay in terms of the EULA." I see that "military stuff" is in their list of "things not to suggest." But I gather based on some threads I see about weaponized mods that that merely means "Don't ask us to make KSP militarized" and not that they prohibit mods that are militarized. You do after all describe it as a "military mission pack" so anyone who might use it should realize up front what it is. As long as you don't 'force' people to play it (e.g., by only offering your non-military pack bundled with the milit pack) and as long as it doesn't breach the EULA, don't see what anyone could have to scream about. If they don't want to play a militarized KSP, then just don't DL and play the mission pack!
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I would be curious to hear more about their "usefulness." I just thought it sounded neat that there are spots in solar system where stuff winds up 'washing in' and then staying; sort of little interplanetary 'puddles.' The fact that some of these Lagrange areas in our own solar system have high densities of dust and asteroids and stuff seems like it could in the long run be turned into interesting additional content for the game. Mascons: that is a cool thing that I hadn't actually heard of. Does Earth have those too? I didn't quite understand the reference to Hawaii in that wiki page.
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I second that sentiment! This plugin is absolutely amazing. I've learned a good bit about physics and orbital mechanics (at an intuitive level at least) from KSP, and I can see that this mod will help me to learn even more. Pretty remarkable creation! Do I understand correctly that, when I activate an auto-pilot feature, such as auto-ascent, the application will effectively execute a "perfect" sequence of maneuvers in the sense that it will not waste any fuel? If that is correct, then it seems to me that just watching what MJ does with your ship when you give it a particular problem is a huge way to learn more. I was operating from the basic premise that the gravity turn should be performed sometime after 10,0000 m. I basically understand what terminal velocity means, but I was nonetheless surprised to see Mechjeb making my gravity turn at like 5400 m. Very interesting! It looks like you have yet to get an answer, and it is possible that I do not understand what has changed in 2.09. However, I have the impression that, the mod has been changed so that instead of a "Mechjeb part" that you stick onto a ship to give it MJ functionality, all of the stock command pods have been edited to include the MJ functionality. I'm not actually sure how you get MJ functionality with non-stock command pods though, so if nothing else, me attempting to partially answer your question may prompt a response from someone who can explain for sure.
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what version of the game did you download first?
Diche Bach replied to duncan1297's topic in KSP1 Discussion
I am pretty sure the version that I first downloaded was the current version, 0.21.1. If I'm correct then I cannot accurately respond to the poll -
wot i thenk shuld bee intje gam.
Diche Bach replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
Moar xplsions to. -
Implement something like "Take On Mars"
Diche Bach replied to EasyAce's topic in KSP1 Suggestions & Development Discussion
Agree that science and discovery will hopefully be a major part of the final game, esp. in career mode. -
Been playing the game about three weeks (90 hours, hey! Its summer vacation!), and been on the forum less days. First heard of Kerbal about a year ago, and wanted to buy it but my paypal account is all messed up. Just randomly noticed it was available on Steam and said hell yeah! Glad I got it Great game, with so much promise, and also a terrific community.
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Small rockets sounds great, but one question: are there currently enough stock objects to make small payloads to put on top of them possible?
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When the tradition that "only women wear skirts" came out?
Diche Bach replied to Cesrate's topic in Science & Spaceflight
Yep, that sounds quite sensible! -
Indifference: A Curiosity First Anniversary Tribute
Diche Bach replied to DMagic's topic in KSP1 Mission Reports
Very nice! I'm amazed that that rocket made it out of orbit, what with that massive overhanging payload -
1. Some fine non-sequiturs. 2. Toe-nail clipping a "Best Practices Tutorial."
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When the tradition that "only women wear skirts" came out?
Diche Bach replied to Cesrate's topic in Science & Spaceflight
As far as the "Western world" goes, I think "wearing skirts" was actually perfectly normal for men and boys for _most_ of recorded history. By Western we could say ancient Mesopotamia and everything that occurred later than in time and westerly in geography and I think we'd be safe to say that, _most_ of the societies in that broad geographic and temporal period would've regarded "skirts" as perfectly normal and acceptable for men and boys. Indeed, I don't even know when pants starting being worn in that part of the world. Sorry I don't know much at all about "Eastern Cultures" so this generalization could be totally wrong when it comes to ancient India, Thailand, China . . . As far as when "wearing the pants" became a norm for men in Western world . . . well, I think it is still somewhat varying even today, though tis true I guess that at this point, the norm is fairly prevalent throughout the entire world, and not simply the "West." I would speculate that the norm of men wearing pants and not skirts was already full in place in "the West" by no later than 1400 as I cannot ever recall seeing men or boys portrayed as wearing skirts or skirt-like garments in any images from that time period onward (exceptions like kilts, etc., accepted). I think this allows to pin down: sometime between the fall of the Roman Empire and the time of Henry the VIIIth but when exactly in Western Medieval history the skirt became "abnormal" for men and boys I could not guess. Heh, probably about the same time that homosexuality became "abnormalized" -
I tried one test flight (in 0.13) and it was only about 5% less than in Flight Mode, so there may be problems there. QUESTION: NathanKell, how did you "program you parachutes to open" at a specific altitude or velocity even when you are not in RemoteTech radio contact? I can't see any way to do this with MechJeb or the RT Flight Computer. Seriously impairing my ability to get going on the mission packs
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Load times seem a bit dilatory, particularly when doing transitions from pre- to post-encounters. Have had a few 'lockups' that required me to use Taskmanager to stop the app running (though not crashes per se) (6 to 8 at most) during the ~100 hours of play I've done. They do seem to have been a tad bit more common during the last ~10 hours of play since I installed a bunch of mods. Mostly they seem to happen at 'transition' points where the app is likely calculating a lot of stuff and especially when time warping at those sorts of periods.
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Yeah, it would seem that at present there is a real risk of Squad not being able to make much use of the suggestions section simply because it isn't organized. Some system for the community to reach a consensus about what 'we' as a community really want them to look at and think about does seem warranted. I don't exactly understand the specifics of the system you are suggesting, but I agree 100% with the spirit of it; so yeah, you got my upvote! However, one other idea/suggestion: It might be a good idea to get a sense from Squad how much time / effort they would like to spend on browsing the forum suggestions, and/or other things like, how many total different suggestions they are willing to sift through. Also when they will do so: if they are only planning to glance at this stuff for 10 minutes in 1 or two months and only really look at it once, that is a very different 'target' for the community to aim for in terms of the content of the 'final' suggestion package, than if they express the intent to spend 30 minutes or an hour browsing an iterative list of suggestions every month until they are into beta development stage. The general principle of not making them look at rehashes of the same ideas over and over and also the idea to not let good ideas get buried by the sheer volume is clearly of great merit, but I think a bit of liasing with Squad to know a bit more specifically what they would find most useful would make it even better.
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There is Beauty in Death: this track I think is suitable for in space. If the app could detect (which it seems it can) when a focus is on an object that is more than 2900 km from Kerbin I think this track would be excellent for those relatively 'deep' space contexts. It is still a bit more 'complex' and intricate than the typical stock KSP stuff, but it is more neutral in emotional tone than some of the other tracks. (note this is based on the first minute or so I didn't actually listen to the whole thing). Emotive: could be useful when a Kerbal vehicle is the focus and is about beyond Jool or something whacky far away. Otherwise the tone is just too emotional and 'wild' relative to most of KSP existing soundtracks. Actually I'm not crazy about the number of transitions in this piece, it is just a bit too fast paced and not sufficiently 'background.' The Monster is Inside: Minor key violins or whatever . . . wrong, wrong tone for KSP. Frustration: the drum track up to about 2 seconds in sounds KSP . . . then it starts to speed up, add additional stuff and get complex and wild and starts to sound like a dance party song. If you could tone down the elaboration, make it less attention-getting and repeat the simple elements over and over for 2 to 4 minutes or whatever, then you got definite KSP potential. That said, it is like most of your stuff very nice! It doesn't matter you are broken down: great piece, but the opening is just too orchestral and the saxophone sounding part just seems wrong for KSP. Disappear: too dark and pensive at opening. Not a single star: again, could be useful for in space. This one actually might be suitable for orbiting Kerbin. If this song could be queued to play when a spacecraft is the focus and just before a transition from daylight to nighttime on Kerbin it could fit well I think. Desperation: the opening to this does seem to be suitable for some aspect of KSP, perhaps when a vehicle is in some deep space context . . . but then 1 minute-ish in it takes a MAJOR transition and no longer feels KSP at all (speeds up and gets far more 'heavy'). Then it transitions AGAIN at 2:19 into a more dreamy delicate tone . . . While this is great from the standpoint of being a cool song, it makes it not so good for KSP. If you go back and listen to all the songs on the KSP soundtrack, you'll note that, they are all rather simple songs that simply repeat a lot. That is what good gaming music generally needs to be I think: something that sets a mood or tone and then keeps its head down in the background letting the player process it as an underlying thing. Your music (with this song as an example) is great stuff, and as I said certain portions of it could be extracted to be suitable to KSP, but then other sections of it are just too attention getting. But definitely the fast paced guitar-like riffs in Desperation area bit out for KSP (unless they could be extracted and segwed to use only for say a launch sequence when a craft was at high acceleration or something). Restraint: up through at least 50 seconds this one is very suitable for KSP. The sad violin at about 1 minute in is a bit too sad I think, but not terrible. A good song for general in space KSP: except for at around 1:40 you start getting all complex and whacky. The relative volume and pace on that stuff seem a bit high for it to maintain a 'behind the scenes feeling Only me could feel this way: this one seems nearly perfect for KSP just as it is. Again the transitions seem _tad_ bit fast and loud to me, but overall they are I think within the margins to fit in with the rest of KSP's tone. I could certainly see this song being included in the stock KSP track for a specific context of the game, be it sunrise while in orbit over Kerbin, orbiting other bodies, or even just traveling through interplanetary space, etc. Not suitable for on the ground but good for in space. Buried: I really like this song and up to about 50 seconds it seems well-suited to KSP. At that point the disturbed guitarish stuff comes in and I'm not sure if it stays within KSP tone. Certainly the second guitar riff at about 2:04 comes on too strong I think. Memories . .: seems to fast right at the outset . . .and then it gets faster! Nice tune but too fast for KSP I think. Death: love the opening of this. The first minute of this would be nearly PERFECT as the 'theme music' for some of the most outer planets! The bass guitar intro at 1:30 is nice, not too fast or loud and transitions in nice and gentle. The electronic wavering stuff that follows is also reasonably gentle, though perhaps slightly to prominent. Okay up to 2:30 I'm thinking this one is pretty close to perfect for KSP to use for outer planet 'theme music.' But then at around 2:45 or 2:50 you ratchet it up one more level and everything gets faster, louder and more intricate. Great for a song in general (you really do have talent my friend!) but for KSP you just excluded this song for use I think. If you could redo a version of this song with the first say 2:35 seconds then segwe either (a) out to the ending stuff that starts about about 4:15 else ( cycle a repetition of the first 2:35 or © some combination of those two, then I think you got yourself a really excellent tune for KSP. Total Isolation: hmm? Barely heard anything! Okays, so having listened to all the tracks at least 50% of every one of them, I think my first impression was not to far off: 1. First off you are very good at this and I do hope you will find success in whatever form you are seeking! 2. There is a LOT of stuff here that the KSP Devs would (I think) find quite promising for inclusion in KSP. 3. There are a couple tracks that to me are nearly perfect for KSP just how they are, perhaps only need minor adjustments. 4. Several tracks from which sections are quite suitable for KSP. 5. Few tracks that are just not right for KSP. Even so, I'd say everything here is well done, and most of it appealed to me. Some of it I _really_ liked a lot. If I was 20 years younger and still lived on music like I used to, I'd definitely buy your albums, but as it is I barely make any use of any of the copious library of music at my disposal. 6. The general comments about your stuff being too 'prominent' too complex, in some cases to fast-paced, loud or 'rockish' I think apply in general. Remember that for a game, and I think Sardonyx put it very well: Good luck you bud! You've got real talent!
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I suspect that any of us with sense realize that interstellar stuff is still in the sci-fi realm of reality (really wish it wasn't the case, but it seems to my naïve non-engineer/physical scientist eye that that is the case). So a moon base for the purpose of 'reaching for the stars' seems a bit rash. However, I would think that with its low escape velocity, not to mention its minerals and soils, it is in some ways preferable as a staging / building area for intra-solar operations such as mining?