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Everything posted by Kerbart
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A thread about a bug in the flag planting mission made me think... why not make missions that involve planting flags on foreign planets/moons biome specific. "Plant a flag on mun, east crater" This would disable "cheating" by just planting a lander on the surface and have the kerbonaut jump out every time a flag plant is requested (unless the request is for the same biome of course, but that's a relative small change for Mun & Minmus)
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Rover - I think I'm missing something
Kerbart replied to AengorKerbow's topic in KSP1 Gameplay Questions and Tutorials
I don't think you need to go as far as 30°, a 60° or even 75° angle will do just fine. -
To manage your expectations, keep in mind that a movie's performance gets primarily appraised on how it does in the box office, not on scientific accuracy.
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KSPs autosave structure is pretty bad
Kerbart replied to Bishop149's topic in KSP1 Suggestions & Development Discussion
There's an autosave? -
What does a photon see as it leaves the sun?
Kerbart replied to Camacha's topic in Science & Spaceflight
Well keep in mind that measured in our time, it takes a photon approximately a million years to travel from the core of the sun to the surface in the first place. Add relativistic effects and I'm pretty sure the poor photon has given up on looking after that amount of time in the first place. -
*RCS Only* Single Stage to (Permanent) Orbit
Kerbart replied to Geometrian's topic in KSP1 The Spacecraft Exchange
What's your definition of RCS? Monoprop engines? The O-10 can be used? Or the way the engine is controlled (Vernor can be used)? -
Without wanting to jump to conclusions, based on the screenshot, I agree.
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A Very Modest Proposal: Quit to desktop
Kerbart replied to rodion's topic in KSP1 Suggestions & Development Discussion
Common design feature is to ask for a confirmation when you're going to do something that cannot be reverted. Quitting the game in the main screen can simply be reverted; just restart the game. Quitting the game "by accident?" You have to get to that screen in the first place. I don't think anyone is quitting the game mid-flight, by accident, that way. The "are you really sure" question makes sense if you do it in-flight and your progress wouldn't be saved and would be great if you press alt+f4 (or whatever the command is on other systems) mid-flight. As for now, it's cute ("yes, really quit") the first two or three times but is getting rather stale quickly after that. Quiz: what would happen if that dialog was not there and the game would simply quit? Would people be upset? What damage would be done? -
Or as it's known at KSC, "Tuesday"
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Baumgartner must be now really rally pissed off :-)
Kerbart replied to Pawelk198604's topic in Science & Spaceflight
Define decadence? He spends his disposable income on something completely pointless. Any different than what we're doing here? -
[DEV HALTED][0.90] ChopIt! Detach parts in flight! [v2.6.0; 2015-01-03]
Kerbart replied to marce's topic in KSP1 Mod Releases
You need to talk to that dude that makes the random failures mod. *cough* synergy! *cough* -
Chatterer. Your life will never be the same again.
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You're probably on to something... challenge for "old timers" is of course that they are used to using the Hydrolic Detachment Manifold as the radial decoupler of choice for the orange tanks as the small ones weren't strong enough.
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Yeaaahhh, let's from now on call that torque, that'd be great.
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The experience level of the Kerbal would have some relation to how accurate a task is executed. Your maneuver requires, say 120 dV. A highly experienced pilot will get within 1 m/s. A moderate experienced pilot maybe somehwere inside a 5 m/s range, and so on. This would obviously be a sliding range based on the experience percentage (but not necessarily a linear relation). In similar fashion it would relate to how accurate the navball is kept on point.
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The big question is: with how much DV do you start your descent? Engineer and Mechjeb can tell you that. If you start with 4000m/s then it's your landing technique. If it's 1300 m/s you might want to consider bigger fuel tanks. For landing it's easy. After your initial descent you have to kill your vertical velocity at one point. That's often done way too early. You know the thrust of your engines. You know the mass. Using Newton's equation f=m×a you can now derive your deceleration (worst case, it'll get better as you burn off fuel). You can then build a table of height vs speed and use that as a guideline as to when to start your burn. Nothing is more exciting as plunging to Mun at 140 m/s at 1000m above the surface and still coming to a soft landing!
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KSP first? Reddit user CuriousMetaphor's EVE return, squared.
Kerbart replied to Majorjim!'s topic in KSP1 Discussion
Wow. Scott Manley just got pwned... -
If only there were some kind of software that would allow you to simulate putting a satellite into orbit so you could find out if there were any efficiencies to be gained by picking a specific launch window in order to get a specific position for geostationary orbit!
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Correct me if I'm wrong but Squad said nothing about mining resources. Golden rule in marketing: if a feature is there you advertise it. If you don't see a feature mentioned, it's because it's not there. Now of course, Squad is a software company with no background in marketing so... oh, wait... Everything, everything about implemented features so far has been about “making the game fun for the general public†and there are good reasons for that. If you're a geek (nerd? science lover) you've already discovered KSP and are happily playing with it. Need some fuel in Eelo orbit? No biggie. I'll build a friggin' SSTO 5-orange tank fuel delivery system that will land on Eve AND take off just for the hell of it (or to deliver snacks to Jeb). That's the mindset of the average player on the forum. As much as it's disliked on the forum, for Squad the sweet spot to hit is the audience that is currently buying Minecraft. Deep space refueling will be intended as a way to make things easier, not as a reason to ship 12,000 parts all across the Kerbin system. The mindset “if it's not realistic it's not fun†doesn't apply to everyone. In fact it's a fairly small group who will prefer features that make the game harder and require non-stop commitment to the game. And there are plug-ins to satisfy that group. On the other hand, for Squad it is very attractive to have a game that can be sold to everyone and why not? In the end everyone benefits from Squad having more resources available; as long as the game keeps selling in large numbers we'll see regular updates. Remember we have difficulty settings now. Maybe at 'easy' level fuel generation only requires (large amounts of) sunlight, and at level 'hard' it requires Kethane and Karbonite and you'll also have to process the Kuranium waste that is a byproduct of fuel production.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Kerbart replied to cybutek's topic in KSP1 Mod Releases
The spools rotate. It looks friggin' awesome.