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Ghost13

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Everything posted by Ghost13

  1. I don’t like how the science is going to be implemented as a resource that you mine for better parts. But maybe in future versions we also get economics to kick into the game. So you will have to be strategic to keep up with the goals of the current annual year (such as moon landing) and also spend money and science on new parts.
  2. Small orbital section of Eve Return Vehicle slowly fade away it’s last bits of energy in the batteries after Jebediah Kerman EVA’ed himself and the case with priceless Eve surface samples to the Eve Project Space Station on low Eve orbit , thus concluding the more than 10 days of real time efforts to put Kerbals on the surface of Eve and bring them home safely.
  3. It is very easy to learn where the atmosphere of the planet starts. The game switch from normal time warp to x4 max physical time warp. (Just like during the assend). The Eve atmosphere starts at 102 km although you need to go as far as 95 km for the loss of orbit due to the aero braking become noticeable. So you for short time operation such as pick up crew 97 km is ok. But you may be hit by the bug that sometimes occurs when orbit of two ships pass throw upper atmosphere of the planet. This bug lock you from switching the ship or returning to space center. So if possible keep your ships out of atmosphere when possible.
  4. I think you shuld stick to already existing ribbon rules http://ribbons.cgagnier.ca/rules.php that represent the achivements for many of us. Maybe you can ask for permission to use this graphics and concept in your mod?
  5. Whatever you think about the core in the gas giants the landing on any is as impossible as landing on the sun. There are simply no materials that can deal with enormous pressure and temperature inside the gas giant such as Jupiter, Saturn or Jool. The current 20.1 game mechanic allow you to put something on the surface of Jool, some times it even don’t explode, but actually it should not, any craft you put into gas giant will implode first and then remains will evaporate into gas. I think that game should implement some borderline say 50 km of height where craft simply explode the same way as it do with the surface of the Kerbol. And "imploded by the outside pressure" or something similar should be stated in the end of the flight report.
  6. I don't think that manual retrival is such a good idea, first of all we need to retreve not only the kerbonaut but also any parts, from the landing\crash. As far as I see the how the KSP economical model will work in the future, any recovered part may be used again with no or very low price. And making the special resque operations over the Kerbin will just complicate things. However in the current state of things it is really difficult to make fully recoverable craft since any part of the ship that will be detached and loose focus in the lower atmoshere will be deleted. You also can't switch vessels inside the atmosphere and your only way to do fully recoverable vessesl is SSTO ship, that can barely have any amount of usefull payload exempt the ship itself. So in order to make you care about loosing that booster tanks, devs shuld make it possible to save them first.
  7. One of the approach that multiplayer could be in smaller area for exploration\interaction such as Kerbin, Moon, Minmus with real time for everybody. It still will be a lot of fun especially if it allow more ingame interaction become available. There is so many completely unsed space in the game it will work perfectly fine. Some alarm clock and sort of simple autopilot shuld still be there in case you need to sleep\work\do other things during some of the maneuvers. But still MP without time wrap at all is perfectly fine if the scale is smaller. As for the Jool or Eeloo yep it would take years of real-time to get there but why not?
  8. I think it can work in the same way oringinal game works (you obiviously will not be able to run both real and simulated enviroment) And then when you bring mapping equipment with your ship\probe than simulation begin become more and accurate with proper elevations, craters, anomalies (if they make it to final game) e.t.c. It would be nice if all of your ladings\crush landings will have markers in simulation. So simulation can be not only measure to test you craft but also the hub of all your knowlege about particular planet.
  9. I spend around the month trying to build up an Eve capable return mission lander. The initial tests worked good on Kerbin but it always failed on Eve. Every test mission of such magnitude took around 3-4 days of real time only to end up in a failure on eve ascends. I almost abandoned the whole idea of Eve return mission but then I used Hyperedit and it’s teleport feature to test the parachute assisted decent and ascend stage in real Eve environment and finished sea level capable ascend stage in just 3-4 hours. Looks like many other players use hyperedit for such "simulations" So my point is, that the game should have simulation mode that will be unlocked for each planet after it will be visited by the probe (landed by the probe in case of the planet with the atmosphere). In this simulation mode you basically do the same thing you do with the hyperedit, place your craft anywhere on the surface of the planet or anywhere on the planets orbit. Simulation could be used not only to test landers\assends but also import real life mission into the simulation in order to try some danger maneuvers\rescue missions before attempting something in reality. Textures or visual style of simulated environment could be simplified so you can always tell if you are doing real flight or the simulation. It will make the whole idea of landing the probe as preparation for the manned missions more reasonable. Simulation mode can be used for testing early designs of lifters without doing actual launch. I think it is must have feature for carrier mode where you have to pay for all the parts in the game and doing hugely expensive Eve missions that ends in failures will ruin your space agency.
  10. That is an awesome idea, and I think that procedurally generated cities should be the part of the game. So you can see the lights on the surface of night side of the planet.
  11. The heavies thing I put on the orbit was ~100 tons of payload for Eve lander\return mission. Things help if you go to the minimum stable LKO such as 72-73 km. I never really needed to put more than 100 tons per launch since you can always split the mission into getting the hardware and the fuel to the orbit.
  12. This happends on many planets the Mun is the most visited celestial body in the game world so it shuld have quite a few spots like this. But on the other planets it is quite common when ship get stuck or drown into the terrain, try different landing spot.
  13. You would certanly have a point if the game would be free but it cost : 23.00$ and the developers have a significant financial income from this project. So ya, I'm bitching about the game development and bugs since I paid for it. It was not crawd funding it was "early access" to the playable game. That playability part was little bit less than I expected and no solid plans for game completion makes me even more frustrated.
  14. You would certanly have a point if the game would be free but it cost : 23.00$ and the developers have a significant financial income from this project. So ya, I'm bitching about the game development and bugs since I paid for it. It was not crawd funding it was "early access" to the playable game. That playability part was little bit less than I expected and no solid plans for game completion makes me even more frustrated.
  15. Well the most of the game mechanic is there, so late-alpha or early-beta. It is the exactly my thougths about the whole concept of the "Early acccess". Who want to complete the game if you can still make the revenue from the unfinished project sound perfect for indie dev right? Finacially speaking both Minecraft and and KSP are succesfull, I'm talking about getting somewere with the game development. But I can't say that Minecraft was actually finished in the first place. And with KSP we are clearly going in this Minecraft road and I'm not sure if I'm happy with it. Feedback maybe, but there is no actual tools available for usual players in order to test the game and report the bugs found. (see below) I'm not complaining at all, the KSP gave me a lot of fun hours I spend around 400 hours playing it just in the recent few months, maybe more than any other game recently and it is totally worth spending your money. I just feel that after more than 2 years of development game is equally far from being finished as it was during it's first release. I also think that maybe before brining so many features such as the whole solar system it would be more reasonable to add planets slowly with proper testing of the each celestial body. Also the benifit of early access looses part of it's meaning if usual players can't report bugs (exempt this forum). The Squad shuld have bug tracker (or even ingame feature) where various bugs culd be reported by the community but instead of going this way Squad goes for the mod support. The mod support itself is good for a finished product, instead we have flawed buggy alpha with mods on top of it which makes it's own bugs and renders proper bug tracking virtually impossibler, since there is unique combinations of mods (interacting with eachother) in each players version of the game. More than that, each release makes mods incompatible or faulty. So every time new version is released the mod community need to adapt to it and the Squad itself have to resort to closed testing group with limited nubmer of tester. It all sound really poorly planned for me. Maybe I'll just leave KSP for 3-5 years and return than to see if I was wrong and the game was finally relised as big hit or maybe I'll find this place generally in the same state as today with version 0.88 something with tonns of features and bugs but still far from being finished.
  16. As I already said in the separate topic (Will we ever see the finished game?) I have serious doubts that the game development will reach its destination. The KSP in it current form offer some fun (and madness) but after learning orbital basics, orbital rendezvous and docking, technically you become capable of flying to any destination in the game. That’s the point when the game become boring as hell, you can easily fly to almost any destination using few orange fuel tank and nuclear engine strapped on top. But the long burn time and bugs will take your endurance out. And instead of fixing fundamental engine problems we can see developers are working on things such as R&D. And the “switch to different engine†is in "not to suggest list". I actually hope that some bigger developer will take over Squad and redo things on different engine with bigger budged, dev team, and development deadline properly set. Otherwise the game will slowly fade out of popularity and will likely be driven by the small community of space exploration fans. It is not bad by itself but I feel little bit disappointed. The KSP offered a promise of great space sim, the promise it’s looks like not going to fulfill. Maybe it's one of the major flaws of Early access concept. The devs get their money with no regard if they actually finish the game or not.
  17. I understand that KSP is still in early beta stage. But giving the amount of bugs and problems with the game that raises a question if we ever going to see KSP competed as a retail game? Currently things are going more or less "OK" during the early stages of the game when you have smaller ships and travel around LKO, Mun and Duna you have decent FPS rate and control over your ship. But when you start exploring more distant targets and bigger goals (and bigger goals means bigger and more complicated ships) the game becomes less and less enjoyable and more and more time consuming with poorer and poorer results not by the lack of your space engineering and or piloting skills but more and more due to the bugs and crippled FPS. In the end bugs was the factor that stopped me for playing KSP any further. Building the flawed lander design is one thing sad but encouraging in the way (to build a better ship) but inability to land your ship due to the faulty docking port is another, same with parts are dropping of the big ships for no apparent reason anomalous spinnding forse, lander legs falling off after save\load, ships get stuck in the surface of the planets, strange freezes when spacecenter becomes unrespondable, corrupted savegames after some bugs. Huge burn times for intraplanetary travel without any good way to speed up the process. Someone would say "It is space exploration it is not for the faint of the heart, it is supposed to be hard" but actually it is not space exploration it is a game about the space exploration and the game shuld be more fun and less annoing. It is especially worrying that even gameplay at the current stage is significantly flawed the dev team is now concentrated on R&D and other carrier parts of the game rather than ironing the countless bugs that can easily ruin dozen hours of gameplay. Maybe that’s one of the de-benefits of “Early access†concept that removes any hard deadline from the game developers. And even if say 3-5 years later the finalized version of KSP will be released will we (current players) will still be around and interested in KSP enouth to appreciate it?
  18. Ok, guys your comments returned my appetite to the game. I build up much stable and easy to control >50 tonn Eve return lander with seat with 11000 dv I guess as long as get at least some elevation I can get to orbit or just use the jetpack of kerbonaut for the remaning dv the lander is fully ladder capapble so I'm going for the flag. All unnesesary stuff is jettisoned upon engine burn to for assend. I know it's far more than many of you did here like 8 tonn lander to Eve is still beyong me. But I think I will run this mission with this one. It's already in the kerbin orbit wating for the nuclear booster stage to arrive. I also going to reuse the poor remains of my old lander that get damaged by kraken and stuck at Eve orbit. Since it still have quite a lot of fuel and working docking port I'm goint to use at as refuel station and do the resque mission for the brave Bob Kerbin.
  19. Your lander design looks exactly as my basic lander for all purposue missions exempt I use landercan and not a seat. What do you use for the vectoring engine in the central part of the ship? I tried to go with the just seat but it brake off really easy on landing and takeoff. Can you list up the parts used in the lander? I don't need the craft file (since I want do things mysefl) but the part list from the actual working landung\return mission will be helpfull. I think I may try rework my own lander design. By the way do you use kerbonauts jet pack for final dv boost or the whole last stage gets to LEVEO? Also do you use RCS juring the the accend? Since there is no conrol surfaces the ship must be really well balanced to get to flight straign throw the thicker part of the atmosphere.
  20. Ok I decided to pull off the eve return mission I build the ship capable of 11300 dv, and Eve land\return flight weightiung 150 tonns (tested it via hyperedit). Got into LKO refueled, get it into eve orbit refuled it again on the eve orbit. Landied the probe on the tallest mountain range so have a glimps on terrain and provide lightbeam mark for the main lander. The whole process took me around week or real time (I played by few hours at the evenings) and then just before I decided to go for landing I noticed that two of the enines fell off without any apparent reason, and in noticed it only after i quicksaved, therefore ruining my mission. After such setback I don't want to play KSP for a while (maybe till 0.22) so my point is: The eve return mission is diffucult to the point where fun is lost. Maybe delta v requirements for eve return shuld be set lower for somewhere around 9000-9500 dv for the takeoff from Eve sea level it still be a challenge, but make things easier and allow more Eve return capable spacecraft designs to be build.
  21. Love: The good planned mission goes well. Or when things don't go well you are happy to predict something like that and put a parashute and decouple on the command capsule even thought the ship was not planned for reenry. Hate: The game is time consuming by the very booring things such as running your nuclear\ion engine for half and hour. Lack of stock at least minimalistic autopilot such as execture next node. Only one node if effectively predicted by the game. So you can't create the chain of the nodes and then execute the flight program. Simulation mode. Why I have to test EVE lander on Kerbin or spend hours of flight to eve just to find that this or that thing is not working. And many other bugs lack of fetures and so on.
  22. Well I guess building an interstellar ship would be nice way for the endgame. After you visited allmost planets in the game and research all related technology and mined resourses you will be able to research first exoplanets and then research and build the He3 thermonuclear propulsion engine. Then you can assemble the starship in the LKO or other place in space. Then you will fill it fuel that you have to mine at Mun Minmus or someplace other than Kerbin. As soon as the ship is assembled and it's tanks are full with fuel "Launch interstellar mission button" will unlock and as soon as you press it, the end cinematics will begin with the ship reaching the sun escape velosity and then game fade to the titles. After the title the game can offer you continue in the sandbox mode or finish the game. Every part of the starship have to be researched, buld delivered to LKO and docked together. Each part of the starship will have special docking ports so it can only be assembled in one predesigned way. As soon as you get all parts together and fully fuel the ship. The game will unlock the engamebutton. This way you can have the interstellar spaceflight without much change to the existing game mechanics.
  23. Ok we have http://ribbons.cgagnier.ca/ So the most rules and graphic concept are already there but you have to keep the track of your misssions, and do things manualy. Can someone add this to the game? So the KSP will award you with ribbons for performing sertan task or meeting certan requirements will unlock a ribbons for you. That will bring some sort of the goal into the game while carrier mode is still in development. And I beleve it can be implemented fairly easy. KSP modmakers anyone?
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