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KSP2 Release Notes
Everything posted by Gambi
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It is not really breaking news that most of the parts are unbalanced. And I'm not even talking about physicless parts....
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Cannot wait to print this. Glorious craft, glorious bugs.
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KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
Gambi replied to KasperVld's topic in KSP1 Discussion
Gotta love the new buildings! Didn't somebody in the QA team see that? Or just didn't care? -
Exactly how bad is the aerodynamic model in KSP?
Gambi replied to WafflesToo's topic in KSP1 Discussion
If it ever cames out. With this update rate our grandchildren will be enjoying .25 -
Exactly how bad is the aerodynamic model in KSP?
Gambi replied to WafflesToo's topic in KSP1 Discussion
I shouldnt have included forum mods as the qualified people to respond gameplay/development question. -
Exactly how bad is the aerodynamic model in KSP?
Gambi replied to WafflesToo's topic in KSP1 Discussion
I went to all the pages of this thread, and I'm susprised that: 1) I couldn't find any response from the dev team/community manager/mods Which only confirms that SQUAD doesn't really care about community criticism, and prefers wasting time adding world cup mods than actually fixing what needs to be fixed. 2) the mods haven't locked this thread yet usually, any thread with criticism of the game, the develoment process or the lack of communication from the dev team gets locked in a matter of seconds. Concerning the aerodynamics model, why bother having nosecone parts and general aerodynamics parts if these thing go against general logic? And now that C7 left, I don't expect any spaceplane part overhaul before the next ice age (I'm looking at you MkII cockpit IVA), or loading times getting optimized. Before adding new features, it's commons sense to make sure that the core of a game is working properly. And sadly for KSP, this isn't the case. Multiplayer? In a sandbox game? How about figuring out the wobble and fixing the ressources system? -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
Gambi replied to r4m0n's topic in KSP1 Mod Releases
Great news to see some people are working hard to make this game better. Can't wait to see some realism and logic in this game. -
Probes before Kerbonauts...
Gambi replied to icemasterpt's topic in KSP1 Suggestions & Development Discussion
That is one very good idea. -
This game is in early access. This means we paid for it knowing that it's not finished and we get to participate, in a small level, in its development by providing feedback. Why do you think this forum section even exists? "Suggestion and Development discussion" If what you say is true why SQUAD would bother asking us what do we think about the game and how we would improve it?
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Probes before Kerbonauts...
Gambi replied to icemasterpt's topic in KSP1 Suggestions & Development Discussion
Why not providing them the parts necessary for a simple unmanned rocket? It's not like building a nuclear reactor here: SRB + probe core + battery 3 parts. Actually, no you don't even need a battery because the probe core has a (small) battery inside. So, 2 parts. Opposed to : SRB + decoupler + Manned pod + parachute 4 parts. Why people always assume new people are retarded kids who need every step of the game simplified to the max? This is rocket science ! There needs to be a little challenge and realism else it doesn't make any sense. -
Probes before Kerbonauts...
Gambi replied to icemasterpt's topic in KSP1 Suggestions & Development Discussion
Tell that to the new guys who are going to kill Jebediah on their first mission. How about a nice mandatory tutorial or even simpler, an animation showing a Kerbal doing a simple maneuver, showing the player that manned flight is possible and to unlock that you need to understand the basic mechanics of the game before putting kerbals in harm's way? That would build player motivation to unlock manned flight and actually enjoy it. Career mode should have a certain amount of logic and balance between realism and the "Kerbal way". And having manned pods before probes is a kick in the face to logic. -
It's not that complicated to understand that a spacecraft needs electricity. It's written in the part description and in the resource monitor. And it could be shown on the first tutorial. Manned pods are supposedly more suitable for now because there isn't any penalty for killing kerbals yet in career mode. When this penalty will be implemented (and I seriously hope it will for the sake of this game) having manned pods first will cause problems for new players because they will kill their beloved cute little green faces on the firsts flights. This is why I say this tech tree hasn't been thought all the way through. So you're basically saying that if the devs do something wrong, we just have to rely on mods to set things right? "Stock resources will blow Kethane out of the water" Oh yeah it sure did.
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Don't you think developing a game without listening to any criticism and aiming for the non experienced players isn't the way to do it? I mean, If the developers dumb every single new feature they add to the game those you label "experienced players" will get only minutes of new gameplay each time the game gets updated. And with the speed of updates these days I'm kind of concerned about the future of this game. I don't say that the devs need to make this game incredibly difficult in career mode, but a little balancing can't harm. A little logic too, that whole idea of having manned pods before probes core in career mode is ridiculous. From the videos of the early access people, and especially form Dannys one we can see that this tech tree isn't a game changer at all.
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Here is my Musudan replica. (North Korean mobile missile launcher) It's a two stage missile. Instructions: -Drive the truck in a safe place. (Outdoor location recommended) -Handbrakes -Throttle at maximum -Remove shackles with [space] -Activate SAS -Launch with [space] -When in sight of your target press space again to engage the warhead spin. -Enjoy the destruction. The warhead hits its target with a speed of ~260m/s when spin is engaged. Here are some screenshots:
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The first stage of boosters don't give any debris problems, the orbiting stage ( two rockomax fuel tanks + engine ), however leave as debris on a HKO depending of your transfer injection. The two external tanks on the nuclear stage can be debris if you plan a complicate mission with a lot of transfers ( Jool moons etc), but usually i manage to jettison them in aerobraking phase so they crash on the planet. Here is the solution I came up with to get rid of the Kerbin orbit debris : Using RCS and Mechjeb : The Pathfinder with Debris Disposal System Instructions in the imgur album. <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/72D92/embed"></iframe> With this version, the ship is a little heavier but you won't have any debris orbiting Kerbin. Enjoy!
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Let me present you the Pathfinder 1. It is a simple unmanned rover deployer for your rover deploying needs on every planet or planetoid of the system. Features : -High efficiency lifter -Plenty of fuel for your orbital/transfer maneuvers -Disposable parachute system Requirements : -MechJeb -Cart Mod Here is the maiden flight and landing on duna : <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/M5A0A/embed"></iframe> See here for the Debris Disposal Sytem version
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Hi everyone, I recently downloaded Damned Robotics/Aerospace, and I challenged myself to build a exploration starship capable of landing horizontally on the Mun. 1st stage : -Standard SRBS 2nd stage : -Liquid Fuel boosters to get in orbit & to do translations 3rd stage : -Munar Horizontal Lander (MHL) The screenshot below shows the design prototype for the MHL: Spaceplane fuselage with 4 engines/fueltanks mounted on rotatrons. The test flight showed that : -Nearly impossible to land with this configuration, the ship is unbalanced and spins like hell. -The engines block are not stable enough ( rotatrons stability ??) screenshots below : Any ideas how to improve this design? Perhaps with the VTOL engine nacelle from Damned aerospace... gonna try that
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Nice one !
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I haven\'t tried parts design yet, so I guess you\'re right : wrong section :-[ First protoype is on the way though, some handling issues on the launcher due to its massive scale...
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I just found this on the interwebs : Video in link http://www.mnn.com/earth-matters/space/stories/stratolauncher-construction-begins-on-hangar-for-giant-rocket-launching- And I just thought : 'This can be made with KSP !' 8) I have started a couple of experiments with C7 Pack, so far lots of explosions and mid-air desintegrations. The goal of this project is to achieve a rocket launch in the upper atmosphere ( 10 000 m )