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TexRob

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Everything posted by TexRob

  1. Is there a fix for the orbit problems that from what I understand, is caused by UR? My ship is never on an orbit, some display bug. I only have KE, this, and city lights, so I assume this is it.
  2. Or even more challenging stuff like taking a sample via the lab from Duna to Eve or something. I agree that more things rather than repetitive things is the answer. Career should not be quick, it should be challenging and rewarding, but that can be done without being grindy.
  3. Translation, "You guys are dumb, I'm a space genius!" just j/k After playing this after being told about it, I agree, I wish I could resize individual components.
  4. Thanks, this is a helpful post. I understand how the nav ball works, but that's still a great explanation. I was just not sure how to know what is what on the Mun, but you outlined that above, useful info to have.
  5. I definitely agree with this. The mobile lab should be a benefit when used, not just something to make transmitting suck a little less. I definitely like the idea that it can be used only for certain things. Say a sample is 10 science, if you have a lab, you can then turn that 10 into 20, and bring it back. The science module, especially early on, is cumbersome, so rewarding the player for spending the extra time and energy to get a lab there, should give a proper reward. Obviously, the challenge then becomes, have you made it too good to where it's required?
  6. Basically, sounds like most of us are all on the same page. Things like FAR are definitely the best examples. I think Kerbal Space Engineer is probably a good one too, as a science unlock. Deadly reentry would be a simple addition as a checkbox "Realistic re-entry physics" or something. I think my main concern is avoiding the last two comments, the dreaded, "We don't need to do that, there is a mod for that". A lot of people don't like mods. I'm one of them. I prefer to play the game as the devs intended, but I want them to add this stuff to what they intend In the end, I'll add some if I feel I really need it. Like, I'm probably going to add KSE tonight because it's just proving a pain without that data to do more advanced things, but I'd prefer not to have to mod.
  7. Yeah, I am feeling kind of dumb. Reminds me of Apollo 13, "I can just look out the window". I just did it by aiming straight for Kerbin almost immediately after lift off, and then get into an orbit on a plane that is pointing towards Kerbin. Then I can just burn on the backside of the Mun to exit towards Kerbin. It was easy for the most part. I was worrying about getting in a planar orbit too much.
  8. I have no problem getting to the Mun, landing, and having a ton of fuel for my return, BUT I really struggle with leaving. I don't know how to take off to put myself in a relatively planar orbit with Mun's orbit around Kerbin. Any tips?
  9. I am not saying hinder mods, but I personally would love to see more core functionality in the LONG RUN. I understand the mod community represents an obscene amount of resources cumulatively, that you all can't compete with. That said, I'd hate to end up with a game that is just OK out of the box once it's released, and great with mods. I think a good example is a lot of MMORPGs. There have been mods for a lot of these that are all but required to play. When a mod becomes that popular, it should be incorporated into the core game IMHO. Just some thoughts. Has this been discussed by Squad much?
  10. To play devil's advocate, your last line is what the sandbox is for. Career mode is intended to be space tycoon basically, afaik. Sure, I don't want to have to grind money to finance every little thing, but there should be a need for it, and consequences for not having it.
  11. I have fine vision, but at 2560x1440, my pixel density is very high on a 27" monitor, as a result, the UI is very small. For one, I'd love to be able to adjust the nav ball, but other elements would be nice as well. I understand there might be mods to do this, but this seems like it should be a core option.
  12. I'm a dummy. So, now that I see how chained fuel tanks work, I realize it just chains batteries by default. It tends to drain the pod charge first though, so I was afraid I'd hit zero and be out of luck. It continues to drain the batteries after the pod runs out. Thanks, got it.
  13. It's not real clear. I put the z100 rechargeable batteries on my command module, to get more charge for my transmission of data, but it doesn't seem to do anything. How exactly do these work? I don't see any wires or anything like fuel lines.
  14. Making progress, but slow going. I made it to the Mun, almost toppled over at the last second! I'll just keep working at it, thanks for the help guys.
  15. So, this is where I am now. I updated the album with the new asparagus design. I'm so close, but I can't quite get my trajectory to Mun done before I run out of fuel and need the lander fuel. The lander fuel with the 200 fuel tank seems like it won't be enough as well. I've got a lot to learn still, thanks for the help. http://imgur.com/a/Z69Tf
  16. Ugh, I am still having a lot of trouble. So, I will try cutting the solid boosters, but how am I going to get the thrust? I just read about aspargus staging. That seems radically different than what I am doing now though. What is wrong with solid rockets?
  17. Oh wow, I was really screwing up stage one, the G meter help is going to prove to be what I was screwing everything up with I think.
  18. Great info all. Ok, trying some tweaks, and will report back. Thanks!
  19. Oh, and I have 97 science currently, and this is what I have for science thus far (added to the bottom of that album). The fact that I really want to do career mode and not sandbox means I guess I am making this harder on myself. I didn't know that career mode was so newly implemented until after I bought KSP. I just don't want the ease of having everything unlocked at the start, I want it to be hard and rewarding.
  20. My designs are embarrassing, as I don't know what I'm doing, so be kind! The most basic one made it to the Mun on the first try and back, but barely (I got very lucky on my fuel). http://imgur.com/a/Z69Tf
  21. So, I pretty quickly got to an orbit around the moon. I tried landing once and realized I had nowhere near enough fuel left to land, nevermind get back. So, I go back to the drawing board, and try and build bigger rockets, so I end up with more fuel while in orbit. I just end up with huge rockets that weigh so much that I still run out of fuel. What am I missing? I have built some very small, efficient rockets that can get me to the moon and back, but no matter how big I go, I seem to end up with barely better results. I don't want to just go look up a perfect design, but any tips to guide me in the right direction? I'm also shooting in the dark when it comes to figuring out thrust limiters, stages, etc. I kept thinking if I break it into stages, it would help, but the extra motors and coupling seem to negate that with all the extra weight.
  22. Thanks for the replies guys. I had figured it all out at the time of this post, it was just something so simple I got wrong that it was not explained anywhere really, in game or even in other tutorials I looked at by the community. I know career is heavily in development, but I sure hope they add tasks to achieve. It's fun to just try stuff, but I also don't know what the natural progression should always be. The community has done a great job filling in the gaps, but in game explanations or even a calculator in game for determining orbital velocity for a sustained orbit, stuff like that, would be nice. All that said, the game is great, I can't wait for the final product. My dad's gaming experience consists of Atari, and monopolizing my Gameboy the day I got it as a kid on Christmas Day. He just retired though, and he is an aerospace engineer. He worked in mission control during the Gemini and Apollo missions, and I think he'd absolutely love KSP. Hopefully once it is released it will be a little less daunting. I worry about introducing it to him as a virtual non gamer at this stage.
  23. I bought the game today and I was stuggling with building crafts in career mode. I could not figure out why placing stuff was so hard. I also couldn't figure out why there were two places to build craft that seemed the same. I also couldn't figure out why people kept talking about symmetry 3+, when I could only get it to toggle to 2. Yeah, so I guess there is like a shuttle/plane design area? This game is great so far, and I know it's a work in progress, but geez, they need to really work on the basic guidance, not just tutorials. There is nothing even telling you what the buildings are. So anyway, hopefully someone else sees this and doesn't spend hours trying to figure out how to get into space by trying to do symmetry by hand in the aircraft hanger.
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