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KSP2 Release Notes
Everything posted by sjwt
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"Systems to go aaaaannnnnnd another astonaught lost" Hello everyone!
sjwt replied to TaizerBeam's topic in Welcome Aboard
1) what moment made you say: "I have to buy this"? When I first saw it! 2) How hard was it to really get going? Realy hard, back in my day, we didnt have no rockmax parts, nore a fancy map.. just getting an orbit was an achievement.. No one even bothered to go to the moon, thats right, i'm so old the moon hadn't even been created then! 3) Setting up space stations and bases by what I read seem a real challenge, are they? As easy or as challenging as you like.. to a point.. LEarn to get into an orbit, then learn to match orbits and rendezvous .. -
Katharine Susannah Prichard Writers' Centre is the 1st non-Kerbal response in my google, it rates as 5th.
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I use Get Data Back, you have to pay for it, but it works.
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Floor 337: Also Ikea
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0.21 - SSTO - SKRAM Presents a test of ASAS and Struts.
sjwt replied to sjwt's topic in KSP1 The Spacecraft Exchange
Its obviously a bucket load of Ecats awesome that was just lying around! -
You know I don’t recall the last timeI tried to fly with out using ASAS, and so the below results may notcome as a surprise to anyone but.. I put a Mk1-2 Pod, a 32 Fuel tank and aSkipper engine together and took it out for a flight, no issue withor with out ASAS. Then I added wings and stuff seemed a bit odd,until I realised that my ship that was moving straight up at 200m/swas acting more natural and fighting the turn.. Now these flights were all inatmosphere, but I think the point is you may need to think aboutremoving unneeded control surfaces now, and design around the newbehaviours and use the parts that would make more sense rather thanlook good. I don't claim this is the answer, but I think it might help a few ppl.I think itssomething anyone having issues will need to try, and as this is justa small craft, I will link to my first .21 craft that I built and hadno issues flying.. 10 x 64 tanks stacked on top of each other and 9 skipper engines SSTO Test one: Default setup Heading control seems to work 100% fine - no issues Test Two: Added 3 AV-T1 – Wings without control surfaces. Wings make amassive difference, craft actually seems to have momentum and Drag,Tries to hold old heading and will have issues if you suddenly turn90 Degs. Test Three: Added 3 AV-R8 – Wingsthat pivot. Has more control thenTest Two, ship comes under control quicker and easier. Test Four: Added 3 Delta wings Very hard to turnagainst the wings, The ships heading can barely leave the Pro grademarker. Test Five: Added 3 standard canards tocommand pod. Ship mostly tries toflip at any input. Will flight straight and take very small coursecorrections, less than 1 deg. Test Six: As above but with canards atmiddle of ship Ship is much morecontrollable. Still has issues with too much movement. Test Seven: As above but with canardsat lower end of ship Slightly lessstable then middle mounted ones, but flyable. Test Eight: As per 5,6 and 7 but withAdvanced Canards. Seems to control abit better than standard ones. Test Nine: 3 swept wings. Quite a bit ofcontrol doesn’t like varying off course, you need to hold thedirection you want to go to alter the course. Test Ten: 3 Deluxe Deltas. Harder to push theship out of control, the best of wings and control surfaces. Allowsyou more movement but the ability to keep control.
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I think all that needs to be said has been said in this thread and others like it, Please remember that KSP is at the moment a sandbox game and arguing over how to play it is like measuring the coastline, the closer you look the longer it gets.
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I do apologize about not reading the part about allowing boosts, as these kind of challenges have been posted in the past and cause a lot of heated discussions about it. If you can build a raft that will take off on Kerbin without using the infante glide bug and only powered by an Ion engine, I commend you, please post your craft. It has also been stated by Many others that the physics behind a 1tone craft taking off with only 500 newtons of thrust do not add up without the gliding bugs.
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Dang, lets see if that fixed it.
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Guys, this is what torrents were created for... Download and share Full collection including 0.7.3 for the PC http://ksp.sjwt.org/2013-07-25/KSP_DemoCollection.torrent Will look at doing a Mac version too when they download. BTW xorg, how did you get that amazing compression level? I was only able to get 3-400 megs using 7z with all options.. Info on the file showed it had two types of compression used, one that I didn't have access to.
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BUG REPORT Issue: Screen is not cluttered enough. Solution: Need another window. Should be an old school magnifying glass, showing a zoom in on the Nav ball.
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My Cheshire cat would eat your Cheshire cat.
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Alice Liddell is the real Alice and wins.
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[23:20] <King_Arthur> Keeping kerbals safe is going to become even more important to those of us that care for their well-being. I saw the new recruitment center or whatever it's called have a tab called "Lost" in one of the 0.21 videos, that's "Lost" as in "Lost In Action". [23:24] <@sjwt> King_Arthur: Are you sure, I meen I've often though my Kerbals might be hidding.. the smarter ones anyway.
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I do not know where you guys get your charts from, but over at SKRAM we put all our data on flights that survived lifting off the pad and came to the following conclusions.
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1) Build light and don't over complicate things.. I just responded to someone else issue with getting a ship into orbit, the main issue was they had a larger heavy engine for the final stage, just switching it down to a light engine made all the difference. http://forum.kerbalspaceprogram.com/showthread.php/40184-Orbiting?p=520193&viewfull=1#post520193 2) Try toggling the camera with the C key, you will want it to be on 'Chase' 3) Have fun and do want you want to do, KSP is a sandbox with the only limit being that which you put on it. Start your own space program, pick a goal and go for it! Use mods or dont use mods, its all upto you, their is no such thing as cheating.
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And then their is... Master of Magic - 1994 This defined 3X games for me.. Forget Civ this is where it is at!
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Cant go with one.. SO MANY!!! Will have to go with some that I still play! Populous - 1989 The first 'God' game.. The spells and the way the game got harder by limiting your abilities and increasing the AI as it when makes it very replayable. Being a God is not all fun and games, sometimes it just games. Dune - 1992 An impressive game, with a very fitting soundtrack, not too step a learning curve, and well designed. Such a shame the attempt at bring it back to life killed Cryo Dune II - 1992 The first build and defend a base whilst mining resources game, very addictive at the time. Doom - 1993 The 1st person shoot to redefine 1st person shooters.. http://www.youtube.com/watch?v=bjoXZNexiIQ Lands of Lore - 1993 A Complex world with Patrick Stewart as a voice over, how could you pass on this?
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http://www.amd.com/uk/products/notebook/chipsets/radeon-xpress-1250/Pages/ati-radeon-express-1250.aspx
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No I refuse to bow down to the new overloard! <ZAPS SELF WITH RAY GUN> Well done KasperVld.
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To Get your A1 into orbit, you need to swap the second engine for the LV909, im uploading a video I took of getting that into orbit for you. Also "Also, is there a specific time when I should switch the indicator on the navball from surface velocity to orbital velocity?" just let it happen as it does, it doesn't normal effect much, its only an issue if the swap over happens and you don't notice it on a ship that is hard to control as is or is running on an extremely tight fuel budget. Link for an orbit video, its about 16megs.. http://ksp.sjwt.org/2013-07-16/KSP.avi
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To Circularise your orbit I like to recommend what I call 'Riding the AP' Take your initial AP up to say 75kms, you do want your gravity turn to give you a nice long arch, not a short up and down trip.. the longer you get for when you reach 75kms the better. A supper excellent one would have your arch over more than half the planet, the longer the arch goes the easer it is to circularise. Kill your engines when reaching a 75kms AP point, and cost until you are about 1 min out from the AP. At this point reface your craft so its pointing at about 40 Degreases to start off. Now when you reach 2 seconds out from your AP start to incress thrust untill you see the AP point staying the same constant distance from your ship. Now its a balance game to ride the AP, you want the AP as close to the ship as possible, if the AP is too far away you have to slow down.. If its starting to fall behind your craft then you speed up. If a slight change in thrust effects the AP point too much, you need to lower your noise closer to a HDG of 0, if you are going 100% and the AP is still closing you need to raise your HDG. As you get closer to circularising smaller and small trusts at closer and closer to a hdg of 0 become stronger and stronger.. you will then see your AP start to really rush away, you should then be looking at killing your engines as it rushes away and closing on it agine for more bursts to get your nice and circular orbit.
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A 3D N=3 model would kill a CPU on its own.. At the moment you can get specfic solutions to the N body problem, in 2D on Java aps that eat all your CPU and MOAR. Those apps will simulate multiple no mass bodies relative to one or two bodies, or they can simulate 2 or 3 bodies with mass in a simplified optimised system. Adding a 3rd Dimension to any of these and you move into the realms of Supercomputers taking days to do a frame, add more bodies and good by!