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DrMonte

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Everything posted by DrMonte

  1. I think this thread should be recreated in "Challenges" - something like "The best way to fire your Kerbal"
  2. Did you use any mods on Windows? Maybe that's not a Windows-Linux issue after all. The most common issue with moving scripts from Windows to Linux is slashes in paths. Maybe there are some in save file (Windows - \, Linux - /).
  3. Adding heavier decouplers and/or few struts usually solves the problem.
  4. I think there are some places where mods must be used.
  5. If you have a docking port in your design it should be the one that controls the ship. As for deorbitting I would suggest adding 2500m chute. It will slow you down before 500m deploy.
  6. Or just wait a few days and the three oranges will be reborn by the game itself.
  7. No, you can save a significant amount of fuel this way. See Oberth effect for more details here. Involving Mun and aerobraking you might get where you want. But I'm not sure if you have to go so far.
  8. As non English speaker I may say that switching to common English layout is most appreciate way to play absolutely all games. If you will find bracket today, you will miss some other key tomorrow.
  9. Any other argument leads to processing power. 1. Time warp. - You can easily add one more x1M or x10 physics warp if your computer could handle this. 2. Precision in calculation - floating point calculations, big number libraries, double floating points. There are number of possible solutions if your computer would handle this. From my experience - it's physics that holds the game not the graphics. From the other hand graphics can be easily lowered, physics is fixed. Note that the game is not aiming for supercomputer. It must work on average PC.
  10. I think the first, main and the only true reason to make Kerbal Universe small was just to save Computer calculation power. Maybe one day in version 2.0 we will witness "BigBang" and Universe will rescale to real values.
  11. It is a very good idea which solves a lot of problems and very easy to implement. I don't understand why it was pushed under "never to be done". How? - just add velocity decrease over atmosphere (depending on height). Also improve autopilot to be capable to "keep orbit" with rcs. There is no problems with rails either - just consume fuel till zero then change rail to descending spiral. The other part here is that ships are not updated in background. Which could also be done as multiple CPU cores are not used. We will get rid of all debree and get some realism. And who is talking about stations near Jool without need to support them for years?
  12. I've tried JetLifter as first stage up to the ~25km (add more air intake). Had about 50 Jet engines plus 2-3 x 100t fuel tanks (depending on load). From simple gamer perspective I just don't see this as stable enough lifter. It is hard to control, at all - it requires additional attention during launch. And it is limited when we talk about bigger rockets (as good your PC are you are still limited on parts count when it comes to thousands). As for realism - it would be practical to use jet lifters if you would reuse them.
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