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Everything posted by Starwhip
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Tech Tree too Hard? Grindy?
Starwhip replied to spinomonkey's topic in KSP1 Suggestions & Development Discussion
I find that it isn't about gaining science as it is about gaining funds to upgrade your launch pad and VAB so that then you can get the science. Which, once you realize it and adapt, isn't too demanding. -
I, and many others, have found the MK3 series of wings a disappointment. I walked in the metaphorical door expecting a huge set of huge wings similar to those available in 0.90, and found a meager three or four. They don't snap together, they don't blend together, they cannot be put end-to-end... So how should they be fixed? What new pieces need to be added to the MK3 series of spaceplane wings? I suggest some structural segments, similar to the rectangular small wings. The MK3 "Main Wing" can stay, but it only seems to serve the purpose of the rear of a wing or the only wing on the craft. And considering its size and ungainly shape, it simply is not fit for the latter of the two options. Landing gear are missing a few touches as well. Their lack of steering is unfortunate. I would be fine with the big four-wheel model not having steering, but IMO the medium one should have at least a few degrees of freedom. The medium and large landing gear are also missing rolling animations.
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I believe I qualify for four out of five of those things, and am hopefully going to be an Aerospace engineer in the future, but I completely agree that even if something in the game goes against your opinion, it is wise and respectful to voice your concerns with constructive criticisms instead of ranting about it.
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Has anyone got a spaceplane in orbit yet?
Starwhip replied to Redshift OTF's topic in KSP1 Gameplay Questions and Tutorials
This SSTO consistently makes orbit, consistently blows off canards and intakes on ascent, and consistently explodes on reentry. I is learning! -
The Elcano Challenge : Ground-based circumnavigation
Starwhip replied to Fengist's topic in KSP1 Challenges & Mission ideas
TEST 0012: Results: New medium landing gear are overpowered. -
The Elcano Challenge : Ground-based circumnavigation
Starwhip replied to Fengist's topic in KSP1 Challenges & Mission ideas
Right. Stuck the current craft in 1.0, and promptly flipped it in the water... This is gonna be tricky. EDIT: CRN-02 Kiternyae is under development. Features airbrakes, some used for turning, two modes of land transporation: small gear for low-speed and better steering, tall gear for high-speed stability. Should be amphibious, we'll see. Tested to over 80 m/s. -
I managed to limp an SSTO into orbit... now with about 33% less intakes! And 100% less canards.
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Oh, yeah, that'll run KSP nicely! Welcome to the forum, JPG!
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Command Pod Exploding at 45 km @ 2500 m/s
Starwhip replied to arkie87's topic in KSP1 Gameplay Questions and Tutorials
What's your other end of your orbit? If you came back from the Mun or something, you'll need a heatshield. (Or many, many aerobrakes, but ain't nobody got time for that). -
Holy smokes, forty bucks!? That's a lot more money than what I paid. What was it, twenty two, twenty three? Still under what I would be willing to pay after the enjoyment I've gotten out of the game.
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GreenPower Electric Challenge ITS BACK!!!!
Starwhip replied to ghostbuzzer7's topic in KSP1 Challenges & Mission ideas
What, Juzeris has to test all the things? I'm gonna import my Ion Sail, see how it performs. I doubt it will work, but then again, it is vastly different in design from the others here that I have seen so far. Then I'll try pure Ion power. Then the rover. EDIT: Okay, it took 3 minutes to get to the end of the runway, that ship ain't workin'. Next, Ions, 1.0 style. EDIT2: Oh, dear... Zero TWR, are you kidding me? AGAIN: Okay, so it is REALLY a priority to get higher... look at what a few thousand meters does. -
Career Mode Progression and Game Design Analysis
Starwhip replied to Xavven's topic in KSP1 Discussion
I think that the biggest problem is the massive brick wall of frustration that is the Tier 1 launchpad and the Tier 1 VAB, combined, (if I recall correctly) amounting to around 600,000 funds in Hard mode to upgrade, when the best-paying contract I've been given yet that I've been able to complete has been around 10k or 30k. I'm not limited in tech, I could make it to the Mun with my funds available for sure, I've got all the skills to make it there... but I can't. Because with the technology available, I simply cannot make a rocket less than 30 parts or the ridiculous 18 ton limit, that can make it much further than an orbit 300 kilometers x 80 kilometers. But it's progress everywhere else. -
100km LKO in only 2800m/s dV -- Ongoing Experiments
Starwhip replied to Geschosskopf's topic in KSP1 Discussion
Seconding the modified profile. I level out at around 25-30k. At that altitude, there is basically 0 drag (And also 0 air, bye-bye, air-hoggers! ). I'm also noticing the effects of high-TWR. The new atmosphere is much more forgiving to high-thrust rockets, in fact, it is beneficial to escape the 10k mark as quickly as you can. I stay at 80 degrees until 5k, and by 11k I pitch to 45 degrees. Stay at 45 until apoapsis breaks 60k, then pitch to 0 degrees. -
Okay, then, a few things: Jet engines seem REALLY overpowered still. A single turbo ramjet is more powerful than most rocket engines, and will very easily and extremely quickly turn your ship into molten slag blazing through the atmosphere at Mach 3. Perhaps a bit of thrust nerf? Parts impacting water induces much, much, MUCH more lag than it used to, especially when they explode or get damaged. Parts exploding low-atmosphere due to overheating also induce incredulous amounts of lag. When you switch from Map to Vessel view, you can see your orbit line and a ghosted image of your orbit, fading nearly instantly. Dunno why this happens, but it's ugly. Sorry for being one of many, but career mode is still a bit of a grind in Hard mode (Though much, much better!), but only because of the building price. Perhaps "hard" mode could simply mean increased penalties if you fail, harder missions, and increased rewards? Instead of increased penalties and decreased rewards, and the standard missions? Early on in career mode, strategies are nearly useless, and that is when you need them the most. Though I like the nerfed rewards (First thing I tried to do was get "Outsourced R&D" (The one that does Funds->Science), and found that it was nerfed to hell, much approval on my part), you basically cannot get any rewards now.
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I'm playing Career so that I'm used to KSP again, then I'll move on to making ships in Sandbox. And I'm loving it.
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Huh, I remember something about that too... I guess it didn't make it in? Or it's buried in the Alt+f12 menu somewhere.
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Tourists are saving my space program right now... I love them too.
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With New Resource Mining, KAS/KIS should be Stock?
Starwhip replied to sp1989's topic in KSP1 Discussion
If not fun, certainly a PURPOSE. As of yet you never have to step outside except for taking a rock or two and then hauling your butt back into the capsule before it falls down the slope because your SAS turned off. -
Yer too early, matey! Abandon thread!
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Not only did the MK3 wings present a kind of disappointment with their prefabricatedness, (They're not that bad, but there's only 3 of them and they don't fit together... ) but they are the only wings with fuel of any kind. The little structural wings could hold like 10 units (maybe) and I would be OK with it.
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SAS Stability hold doesn't work anymore?
Starwhip replied to zekes's topic in KSP1 Gameplay Questions and Tutorials
I've gone to ~68km with no issues... No higher because my building skills suck ATM what with the changes, gotta relearn the game now. -
Re-entry and wings burning off.
Starwhip replied to JimTheDog's topic in KSP1 Gameplay Questions and Tutorials
Dunno, but they should really consider making the launchpad out of that stuff.