borzwazie
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Everything posted by borzwazie
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Kerbal Space Program 1.1 Hype Train Thread.
borzwazie replied to Whirligig Girl's topic in KSP1 Discussion
As usual, the updates are nice. But could Squad please, please, consider stock hinges? Pretty please? I mean, we have landing gear, we have a boatload of rocket engines, etc. Just a couple, basic hinges. And no, hinges aren't on the "Planned Features" list. -
Nostalgia: Your Fondly Remembered Rocket Designs
borzwazie replied to Vermil's topic in KSP1 Discussion
One of my early Mun landings. Jeb seems unusually nervous: And here, from the first version of KSP where the Cupola module was available: Two nuke motors in the back. It did fly, but not very well. -
I have an older i7 960 with 16GB. I would put more in (I have 24) but Win7 Home won't use more than 16. Everthing works fine at 16GB anyway, that's a bunch of ram for a desktop machine. Running in career mode with no mods, so I haven't done anything crazy with part counts. ~300 runs just fine. That one was expensive
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I don't want lots of complicated automation; that way lies QA madness for Squad. I get that they haven't added a full suite of stuff like Robotics. Testing all those things isn't easy. That sort of thing is a good place for mod authors to step in - ideas can be fleshed out here without flushing all of Squad's testing time down a rathole. People have already done some incredible things to mimic hinges using stock parts, but they're always ungainly, rarely reliable, and really spam the part count. They've not good candidates for problem solutions in career mode. Two hinge types are all we need: 1) A basic flat hinge. This will have two attachment points on each face, and a controllable range of motion (set in the VAB would be fine). 2) A basic rotating axle. This will have one attachment point on each end, a controllable range of motion, and the ability to switch between clockwise, and counter-clockwise rotation, also set in the VAB. Squad could use a single model for each, scaled to three sizes. It's a hinge, I don't care how pretty it is If they wanted to get fancy, they could add a speed adjustment, and infinite rotation for the rotating hinge, but I think a first pass at this stuff doesn't need that stuff.
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I've been playing this game for quite a while now. Squad has done a great job with the game. They've added features like planes, etc, that I didn't think I'd care for at first, but have ended up being fantastic additions. Contracts and resources have added meaning to the game. They've added a plethora of parts for almost every occasion - except generic hinges. When I think of all the crazy stuff I could do with those... Yes, I know there are mods. I don't prefer mods. They often lag releases, mod maintainers go away, models break entirely between versions, and they often upset the game balance that Squad carefully created. I'm not knocking some of the incredible work that the mod authors do, but I really like officially-supported parts, since I know those get the Squad touch, and are considered as part of the whole game. Squad, could you please, please, consider some basic, flat hinges? Say, small, medium, and large, with adjustable range of motion. A rotating "hinge" or axle set would be nice too, but really, a set of flat hinges would get 'r dun for me. I'm sure this is the 123498170239481st request for this, but here we are at 1.1 - new engines are nice and all, but we have lots of those already!
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Tips and tricks you found out yourself
borzwazie replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
...that the new Advanced Grabbing Unit can grab Kerbals on EVA... ok, it was news to me! -
Hi, Squad. You know, every time you bring a new update, I wonder - how can they really keep making this game better? Well, somehow, you keep doing it. The 23.5 update is great! The new large parts are just the ticket for getting the 3-man capsule into orbit. The ARM? Holy crap, that thing is cool! I was playing around in orbit, tossing spent boosters into new orbits just for the fun of it all. I wonder: can you grab a Kerbal with one?
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I would like to point out that the 17th is my birthday. Clearly, this release was Squad's birthday present to me. I'm happy to share, though!
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My new respect for the reworked landing legs
borzwazie replied to dudester28's topic in KSP1 Discussion
That's really all they need, a little tweaking. I like the new behavior, they're just a shade squishy. -
A drogue chute landing uses a lot less fuel. And yes, this has been done by many people, including me. Not too hard if you save up fuel. Duna doesn't have a lot of gravity or atmosphere to hold you back.
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WHAT IS THIS I DONT EVEN ... Without swearing, I will just say thank you for pointing this out.
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I had actually stopped playing KSP. The .22 update with the tech tree made it a challenge, and fun, again. Good job, Squad!
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I'm 42. My son is 9. We both play KSP. That's a good thing.
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When I first saw the coupola module...
borzwazie replied to borzwazie's topic in KSP1 The Spacecraft Exchange
Since the mods very kindly moved this to the Spacecraft Exchange, I'll add the craft file here to the original post! I built this originally in the SPH, then moved the .craft file over to the VAB to stick a rocket on the end. This is the SPH version. You will want to add a few struts, it's a little floppy without them EDIT: I can't add attachments anymore? EDIT2: Craft file here: Craft File -
I have found that disabling sound normalization helps.
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When I first saw the coupola module...
borzwazie replied to borzwazie's topic in KSP1 The Spacecraft Exchange
It was a little floppy on takeoff, so I had to add a couple struts but they look good, and they solved the wobblies.. Thanks, KSP Team! This game is awesome. -
Did you see a TIE Fighter like I did? Two NERVA instead of Ion, but hey, I wanted it to actually go somewhere I really, really like the new "plate" parts. If I had stock hinges, I'd be all set. EDIT: Craft file here: Craft File
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One of the nicest things about the forums downtime was the "loss" of a large number of anti-Steam troll accounts. Ah, well.
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Indeed, a bright spot.
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I had parts bouncing off a "surface" at approximately 98 meters. Several parts survived "landing" to do this. Freefall is around 35m/s close to the surface.
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Perhaps you'd care to show us how it should be done? I await your wisdom with bated breath.
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"doubt", not "dought" /grammar_nazi
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When we finally get the full game, something like this should figure into the economy of the game. I.e. a flight computer that can calculate these values should be available, but not at first, or perhaps you can always use it, but it gets less expensive to do so over time. Think of old-time computing, where getting seat time on the old mainframe systems cost lots of money.