sanoj688
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Everything posted by sanoj688
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I never have any trouble with Freudian ships.
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What to do with a back-heavy plane
sanoj688 replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
I recommend getting a mod called RCS balancer (or something). I know you aren't doing anything with RCS but the mod also shows your CenterOfMass when your fuel tanks are empty, so you can see in what way the CoM of the craft will change as you run out of fuel. Next thing is that you probably want to redo your craft in such a way that the starting CoM and the ending CoM (ending= out of fuel) are as close together as possible. This will make sure your craft will fly pretty much the same no matter how much fuel is in it. This will eliminate the need of pumping fuel around, which is not easy to do when you are flying.. especially for the more complex crafts. Continuing.. try to put your Center of Lift just in front of your CoM, and try and keep it there as you run out of fuel.. Also I dont recommend all those wings you used, better to keep it simple and use less but larger wings. I recommend a redesign -
Is that Sauron?
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You do realize you can just use the speed option and do everything else yourself?
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Try Mechjeb, it has a rover autopilot which allows you to set speed, heading but you can also add waypoints which it can automatically follow. Pretty neat.
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Asteroids for free?
sanoj688 replied to CsendesMark's topic in KSP1 Suggestions & Development Discussion
Simply yes! -
I tried the dev version but it didn't come with a readme so I didn't know I had to copy the 3 dlls. So I'm using the client and server from spaceport. Should I still get the dev version?
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I stand corrected So if I understand correctly, it's better to use KMP for the time being?
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You mean "supposed"? I think any mod is meant to be stable xD
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It was all part of a plan... that i just made up
sanoj688 replied to InterCity's topic in KSP1 Discussion
Uh.. you don't have an example? -
Wait, DMP? Is that better than KMP?
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The bug goes away, although I guess you always have the random chance it simply happens again, but it's worth a try. Much faster than restarting the game.
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Should KSP have a Delta-V readout?
sanoj688 replied to bsalis's topic in KSP1 Suggestions & Development Discussion
Isn't there already a mod with custom planets ? But I sort of agree that it's not necessary at the moment because mods do a (for the time being) perfectly fine job. But.. imo it needs to be stock when the game is finished (whenever that may be) -
I'm not sure if this was known already, but if you get the 'space center' bug where you can't open the VAB and such, you don't need to alt+f4. You can open the KMP menu, go to options and then do disconnect&exit. Sorry if this was already known xD, by the way I wish you good luck in improving this. KSP multiplayer is awesome
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Should KSP have a Delta-V readout?
sanoj688 replied to bsalis's topic in KSP1 Suggestions & Development Discussion
We would be doing the developers and everyone else a favor if we would make an inventory of all the strange cases that would cause problems with a delta-v system. I think a common one is where you have a stage where the engines are pointing upwards and it gets counted as negative Delta-v. It would be beneficial to have all the problem cases written down. There can't be *that* much cases, and I'm sure the community as a whole can put their heads together to come up with solutions, instead of bickering about could go wrong. -
Should KSP have a Delta-V readout?
sanoj688 replied to bsalis's topic in KSP1 Suggestions & Development Discussion
Amen brother. -
Should KSP have a Delta-V readout?
sanoj688 replied to bsalis's topic in KSP1 Suggestions & Development Discussion
What I want to see before a Delta-V readout, is an Apoapsis readout! And periapsis while we're at it. It's super easy to code and pretty handy when trying to make orbit (don't need to switch to map view) I didn't both reading 11 pages of comments but I really don't think there is a good reason NOT to want THE POSSIBILITY of a Delta-v readout. The only downside is that it takes time to code, but that shouldn't be a reason not to want it! I don't need the stock delta-v readout (or ap/per) any time soon, but I do feel like this needs to be in the final game. -
Really save a savegame
sanoj688 replied to Tokay Gris's topic in KSP1 Gameplay Questions and Tutorials
Don't you mean it the other way around? Because my persistent.sfs is larger in size than my quicksave.sfs But replacing your quicksave.sfs with the persistent.sfs seems kind of useless to me, but it might work. Hehe, nicely done. -
LOL I need to try this.
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Updated to KSP .23 8 MegaPixel Kerbin map image.
sanoj688 replied to Pds314's topic in KSP1 Discussion
Is this a Mercator style map? Jk who cares, nicely done xD -
What would you do with 150 m/s �V?
sanoj688 replied to Moon Goddess's topic in Science & Spaceflight
Aww.. thanks for sharing -
For Roleplayers: How do you dispose of the LV-N engines?
sanoj688 replied to Markus Reese's topic in KSP1 Discussion
. lol -
I wonder if anyone actually reads everyone's opinions but whatever, I feel like putting my opinion here although no one might ever read it ^^ The question 'Which age group does Squad target' does not really interest me. It's a question from a commercial/marketing/business perspective. What I would rather ask is: How can people from different age groups enjoy this game? I think: Age.. 0-7: Probably more interested in watching KSP than actually playing theirselves. They can barely write let alone contemplate the concepts, dynamics and forces involved in playing this game. Would probably not really have a clue what to do.. so I imagine they would randomly put a fail rocket together and it would fail.. there would be exceptions of course. 7-10: These players should be able to tinker around with it and actually have some fun, but I think most of them will still struggle to get any success (working rocket, safe landing, orbit, etc). That might cause some frustration which can be demotivating (or motivating for a minority), causing them to quit early. These players would still have quite some fun making basic rockets and watching things go boom. 10-12: I see this as the border between a bit too young and 'old enough'. I think children this age will be better at learning, meaning they can climb that learning curve quicker. This group is probably also able to find information theirselves a little, vital to playing this game. These players would see the challenges and possibilities, motivating them to take the time to experiment and they would have a lot of fun. 13+: If you are 13 or older you would (at the very least) be learning basic maths and physics in school meaning their brain is capable and trained better to learn these concepts. This group of players is old enough to be able to google(95% leads to a youtube video explaining things) and learn everything they need to know. These players (ranging from 13 to .. as long as you are sane) would be getting the most out of this, they see the challenges and possibilities and they have all the means to tackle them. This group can really put in hooooooooooours in this game and they'll love it! That's just my rough estimate.. in the end, all players need to learn a bunch of stuff before they can play this game successfully. It wouldn't have mattered if I was 13, 25 (which I am) or 45. I had to look up a video about how on Earth I could get into an orbit, and how to rendez vouz, how to dock, how to do everything.