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Should I invest time in learning 1.0.2 aero?


A_name

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It would be a shame to do so and have them change it again in a few days. I saw a Twitter post by one of the devs hinting that they'll be looking at it. Should we expect an update soon or not?

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I am holding off building any thing too complicated and would take a lot of my time just because I am unsure also.

My guess there will be at least one more change to balance aero and parts.

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It depends. Are you more familiar with FAR or .90 stock?

If FAR, I say wait. You already have a similar skill set.

If .90, then I say go for it. It's not like 1.0.3 is going to reverse gravity or make drag work at 90 degree angles or something. The vast majority of what you learn in 1.0.2 should apply just fine in 1.0.3.

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The changes to aerodynamics post-1.0 should really only be a concern for those who like to fly spaceplanes or to milk absolute maximum efficiency out of their dV use. 1.0, 1.0.1, and 1.0.2 (and no doubt 1.0.3 when it arrives as well) all have the same fundamental rules you need to follow over the alpha and beta builds. If you haven't learned the new fundamentals of post-beta aerodynamics, 1.0.2 is just as good a version to learn as the next one will be.

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"Hell to pay."

.... Users here really gotta ease up on all the doom and gloom talk about the aero amungst all else.

It is Squads very first itteration of a more accurate model. The fact that they are trying should say enough. It may take until 1.1 or 2 before Squad finds a sweet spot. Same thing with the fairings. So no, don't get used to it.

Honestly though what's the worry? Can you fly a plane in the game now? If so your fine. The dynamics dont change so drastically for you to have to relearn everything. All 1.0 really told players is that if you apply to much input you got problems. After that it's peanuts.

So how many yaw rates has everyone been able to pull out of so far?:sticktongue: Lot easier in 1.0.2.

Edited by Motokid600
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Whether we get a tweak in 1.0.3 or 1.1 doesn't really matter. Learn 1.0.2 because it covers basically how the system works, even if certain things may be different in the future.

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Im completely over the new release, just stick to 0.90.

1.0.2 is nothing but bugs and inconsistent decision making by the devs imo.

wait till 1.0.3, maybe even the patch after that to get the new game :)

0.90 was much buggier than 1.0.2. @OP, the basics are going to be the same even if the details change, so probably good to learn them.

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"Hell to pay."

.... Users here really gotta ease up on all the doom and gloom talk about the aero amungst all else.

It is Squads very first itteration of a more accurate model. The fact that they are trying should say enough. It may take until 1.1 or 2 before Squad finds a sweet spot. Same thing with the fairings. So no, don't get used to it.

Considering there was a wonderfully working example of a more accurate model out there in the mod community (AKA FAR) I really have to wonder why they found it so hard. Sure there will be teething problems with any new system although this results in even more head-scratching on why they pushed so many new systems in for an arbitrary release deadline. Personaly I'm just giving the new stock aero a miss till they work it out to something stable. Rockets are still easy enough but I'll leave planeparts alone till the updated FAR is out and maybe will go back to stock when squad has finaly had the time to fix the issues caused by a deadline rush.

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It really depends what you're into. During the beta days I had no problems with restarting and letting my saves go because it was understood to me that it was a developing game in its beta stage, things are going to be tweaked. Since its official release I just want to sit down and have a long, proper and thorough playthrough. Unfortunately this isn't possible because the development of the aerodynamics is schizophrenic and indecisive, with changes not only dramatically affecting craft design, but also massively changing flight profiles each time (at least in the case for SSTOs and small rockets).

This comes from a guy who had no problems migrating/adapting to FAR and DRE in 0.9, but I feel the (v1.0+) stock aero is the middle child; It's not as forgiving/fun/wacky as the 0.9 aero, but it's neither realistic like FAR. 1.02 keeps the low altitude soupyness of 0.9 while not effectively voxelizing crafts like in FAR.

With every update 1.0, 1.01, 1.02, I have to be put back through kindergarten again because the aero behaves differently each time. It discourages me from investing any amount of time in this game at the moment because of potential updates around the corner that will put me back at square one before I even get halfway through with the game. So mastering 1.02 may still mean that you've wasted your time if 1.03 rolls around changing everything yet again. At the moment I have to put the game down until SQUAD decides permanently what sort of atmosphere they want.

Edited by Levelord
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1.02 keeps the low altitude soupyness of 0.9

https://vid.me/EKbm

I think anybody who has this weird idea that 1.0.2 somehow reintroduced the "soupmosphere" needs to actually play 1.0.2. Hitting transonic before the end of the runway doesn't seem very "soupy" to me.

while not effectively voxelizing crafts like in FAR.

Except FAR doesn't "voxelize" craft either. You're on about VoxelFAR, NuFAR, or whatever Ferram wants to end up calling it, once it exits development.

With every update 1.0, 1.01, 1.02, I have to be put back through kindergarten again because the aero behaves differently each time.

Like going from FAR to VoxelFAR, one presumes?

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Like going from FAR to VoxelFAR, one presumes?
It's going to be interesting seeing what people try to build and fly in nuFAR. I suspect we're going to get a ton of complaining for another NEAR-equivalent.
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https://vid.me/EKbm

I think anybody who has this weird idea that 1.0.2 somehow reintroduced the "soupmosphere" needs to actually play 1.0.2. Hitting transonic before the end of the runway doesn't seem very "soupy" to me.

Sure... totally not soupy...

AbsoluteFrequentCanine.gif

Like going from FAR to VoxelFAR, one presumes?

I think there's a difference between a mod and a supposedly finished released game.

Edited by Levelord
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That's a bug in the Mk3 cargo bays, they produce far more drag than they should.

Can I see the thread about it please?

This is what happens when Squad haphazardly change the aero drag values in a week without considering rebalancing plane parts.

Edited by Levelord
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I think there's a difference between a mod and a supposedly finished released game.

There's a certain other block-busting blockbuster that KSP keeps being compared with. It hit its 1.0 back in 2011.

Strangely enough, it's still being actively developed. Last update as of the time of writing, April 17th 2015. Not bad for a "finished released game".

Nice edit. Came up halfway through me making the reply. You also seem to be confusing high drag with excessive body lift. The former is the cause of the <1.0 soup. The latter was caused when increasing drag because people complained about the low drag in 1.0.0.

It's nothing to do with any kind of soupy atmosphere, and I'm fairly sure the body lift values are already being looked at. Seriously, to even try to compare 1.0.x aero with old aero is to have not tried it at all.

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