|
homercles posted:Is the fine art of docking now unnecessary with The Klaw? I just tried it out and it seems so... If you intend to connect ships together and fly them that way, docking ports are probably a much easier way to accomplish that. But if you just want to transfer fuel, then yes, the claw is easier. Really, the claw ought to block fuel transfer. Fuel is already ridiculously easy to juggle around.
|
# ? Apr 7, 2014 15:12 |
|
|
# ? Jun 9, 2024 19:38 |
|
homercles posted:Is the fine art of docking now unnecessary with The Klaw? I just tried it out and it seems so... Docking allows for consistency with COM alignment, so have fun constructing something usable with the claw. (the claw does let you adjust alignment, but you can only target COM on asteroids) A feature that's been long overdue is non-binary damage for parts. Using the claw on a spacecraft really ought to damage it, but right now the game can't express a "damaged" state, only "intact" and "destroyed".
|
# ? Apr 7, 2014 15:19 |
|
Rover wheels have an intermediate damage state where the tires have burst but they are repairable. But you're right that the claw shouldn't be a simple upgrade from a docking port. In addition to cutting off fuel transfer, maybe it could weigh more or constantly drain electrical power to keep it latched on.
|
# ? Apr 7, 2014 15:23 |
|
maltesh posted:Minor point, here. Or 32.2f/s^2. Or 59,000 furlongs/fortnights^2. Keep your ducklings in a herd. It's not croquette science. Exhaust velocity would work, too, but if I said that, there would doubtlessly be someone 'sperging about it not being a stock stat. Too much effort to calculate by hand, but too OCD to just add more thrusters. Moderation, I guess.
|
# ? Apr 7, 2014 15:36 |
|
Taking a break from shuttles and asteroids, I horse around the space center with the latest toy off the production line. Nah, that's not good enough. Still not good enough. I know - how about we test how it performs under stress? And at low speed? It'll do, I think. Jeb doesn't mind pulling 19.6 G's. (The craft is so agile that it can easily pull 25 G's and start breaking apart, however. This is with deadly reentry as well, so sudden crew liquification is also an issue at times.) The mountains are fun to fly around, but I gotta ask - Max, is there any chance for Kerbin to have canyons in the future?
|
# ? Apr 7, 2014 15:57 |
|
seravid posted:Engineer doesn't work with the new added parts and for some godforsaken reason Mechjeb doesn't work at all*, so is there any other way to get deltaV, TWR and other why-isn't-this-in-stock-already-jesus-christ stats? Had the same problem with MechJeb, even after removing it completely and installing the 212 build of 2.2. The problem was that I needed to update Toolbar to 1.7.1. Once I did that the MJ windows were suddenly visible again.
|
# ? Apr 7, 2014 16:03 |
|
My two and a half year old just spent the last hour crashing and blowing up Kerbal Xs, and now has just discovered he can make EVAs. Now he keeps wanting to "make the astronauts fall out" mid flight. He says they hurt their noggins when they land, and is excited. I'm a little bit worried, now.
|
# ? Apr 7, 2014 16:04 |
|
Quick, change his middle name to "Jebediah".
|
# ? Apr 7, 2014 16:07 |
|
Velius posted:My two and a half year old just spent the last hour crashing and blowing up Kerbal Xs, and now has just discovered he can make EVAs. Now he keeps wanting to "make the astronauts fall out" mid flight. He says they hurt their noggins when they land, and is excited. I'm a little bit worried, now. My newly 3 years old daughter loves KSP as well. For the first time ever, yesterday, she spammed spacebar while I was doing the first flight of my orange tank asparagus rocket. Thank god I used sepatrons on the stages, because I still have a 0 body count on this save file.
|
# ? Apr 7, 2014 16:50 |
|
So someone took the volumetric clouds and ran with it, and now we have Duna sandstorms Fishstick fucked around with this message at 17:27 on Apr 7, 2014 |
# ? Apr 7, 2014 17:24 |
|
Fishstick posted:So someone took the volumetric clouds and ran with it, and now we have Duna sandstorms Holy hell. Why haven't I installed this yet. frank.club fucked around with this message at 17:42 on Apr 7, 2014 |
# ? Apr 7, 2014 17:37 |
|
Fishstick posted:So someone took the volumetric clouds and ran with it, and now we have Duna sandstorms God drat, I know what I'm installing next. Fishstick posted:Volumetric clouds doesnt seem to add any performance issues either, and it just looks so good, even from the ground. Between that and the Hot Rockets mod, launches are pretty atmospheric now. Apparently the guy is working on a particle fx overhaul and this is what it's from. No release yet =( Robzilla fucked around with this message at 19:38 on Apr 7, 2014 |
# ? Apr 7, 2014 17:38 |
Fishstick posted:So someone took the volumetric clouds and ran with it, and now we have Duna sandstorms Joining the guys with holy poo poo, this looks amazing.
|
|
# ? Apr 7, 2014 18:27 |
|
Oh wow, I so need to add this. And I should probably add the custom Biomes mod so I have more stuff to do on Duna since it doesn't sound like 0.24 is adding any biomes to other planets (unless the plan has changed, as these things are known to do).
|
# ? Apr 7, 2014 18:31 |
|
Volumetric clouds doesnt seem to add any performance issues either, and it just looks so good, even from the ground. Between that and the Hot Rockets mod, launches are pretty atmospheric now.
|
# ? Apr 7, 2014 18:45 |
|
Fishstick posted:So someone took the volumetric clouds and ran with it, and now we have Duna sandstorms Metal.
|
# ? Apr 7, 2014 18:47 |
|
I'm pretty new to this lovely game. So far I've just gotten to the Mun and I'm not sure if I've hit a bug or not. Poor little Jebediah got stranded without fuel Orbiting Kerbal as I was trying to get him home from his orbit around the Mun. So, I staged a probe flown Rescue mission which failed gloriously and I decided to terminate the mission instead of have Jeb suffer; the text says it kills the Kerbal in the Tracking Station. I then went and had Bill Kerbal make a flight and landing on the Mun and place a flag to honor Jebediah the fallen hero. Next time I load up the game Jeb was back! In all honesty it was kind of disappointing as I like the fact that if a Kerbal dies, I can honor his memory and bravery. Was this just because I terminated the mission and hit a bug, or is there no real Kerbal deaths? (Which is weird because there is a section for Dead Kerbals which is now empty.) Should I have let him die of age or staving/suffocation, is that even possible in the current build? If it isn't possible, is there a mod to make a Kerbal be perma dead? Neddard Kerbal wants a shot at going to Minmus, and I don't want to let him down. Green Tea Erotica fucked around with this message at 20:24 on Apr 7, 2014 |
# ? Apr 7, 2014 20:21 |
|
Bill, Bob, and Jeb all wear orange flight suits and all eventually return to the roster when killed. The other guys are generated randomly, so they might reappear, but probably not.
|
# ? Apr 7, 2014 20:25 |
|
Jeb, Bill, and Bob are "special" crew who will respawn if killed (they were the original 3 astronauts before the game got a large supply of generic ones). All the others will stay dead.
|
# ? Apr 7, 2014 20:26 |
|
Jeb, Bob, and Bill are secretly ancient gods.
|
# ? Apr 7, 2014 20:31 |
|
Acquire Currency! posted:Jeb, Bob, and Bill are secretly ancient gods. Bill and Bob are, anyway; Jeb's just too, well, to die.
|
# ? Apr 7, 2014 20:36 |
|
haveblue posted:Jeb, Bill, and Bob are "special" crew who will respawn if killed (they were the original 3 astronauts before the game got a large supply of generic ones). All the others will stay dead. They don't die man, they just fly into the stars. Only sometimes they fly into the stars in an alarming number of bits.
|
# ? Apr 7, 2014 20:37 |
|
They don't die, they translocate back to their quarters at the KSC. Why do you think there's nothing but a cloud of dust when they hit the ground?
|
# ? Apr 7, 2014 20:41 |
|
Kerbals never die, they're just missing in action.
|
# ? Apr 7, 2014 20:43 |
|
haveblue posted:Jeb, Bill, and Bob are "special" crew who will respawn if killed (they were the original 3 astronauts before the game got a large supply of generic ones). All the others will stay dead. Thanks for all the quick replies! I may need to shoot Jeb off into the outer reaches of space or leave him orbiting Kerbal. Will he stay put or is there dying age/loneliness? (Or suffocating!)
|
# ? Apr 7, 2014 20:43 |
|
xzzy posted:They don't die, they translocate back to their quarters at the KSC. Why do you think there's nothing but a cloud of dust when they hit the ground? So there's a bonfire in the crew quarters?
|
# ? Apr 7, 2014 20:44 |
|
I'm a little surprised that there isn't a permadeath mod
|
# ? Apr 7, 2014 20:44 |
|
Green Tea Erotica posted:Thanks for all the quick replies! I may need to shoot Jeb off into the outer reaches of space or leave him orbiting Kerbal. Will he stay put or is there dying age/loneliness? (Or suffocating!) There are crew needs modded into the game via some mods, however in stock they need for nothing and will gladly orbit a planet or sit on the surface (in or out of hte capsule) for eons. As others have stated before, it's sort of a rite of passage since the inclusion of science to have just enough fuel to get into LKO but not enough to get out the first time. Leaving Jeb stranded somewhere then rescuing him later is a fun challenge.
|
# ? Apr 7, 2014 20:47 |
|
Gau posted:I'm a little surprised that there isn't a permadeath mod TAC Life support has the ability to set the respawn rates for Kerbals or turn it off completely.
|
# ? Apr 7, 2014 20:53 |
|
I started playing again after a couple months off. This is my first Mun landing with something that can maybe make it back. I don't know if I want to go home.
|
# ? Apr 7, 2014 21:00 |
|
Overwined posted:There are crew needs modded into the game via some mods, however in stock they need for nothing and will gladly orbit a planet or sit on the surface (in or out of hte capsule) for eons. I may have to put him back there then and try and rescue him when I have good spaceship parts! I'm in a weird point of not being able to go to the Mun and back without a lot of luck, and getting Science on Kerbal is really becoming a grind to get a new thruster.
|
# ? Apr 7, 2014 21:01 |
|
Try escaping Kerbin's SOI and then coming back. You can do new science while technically orbiting the sun rather than orbiting the planet.
|
# ? Apr 7, 2014 21:13 |
|
Fun with ion engines Very fuel efficient, very agile
|
# ? Apr 7, 2014 21:36 |
|
So basically they're Star Wars ion engines now?
|
# ? Apr 7, 2014 21:37 |
|
Tarezax posted:So basically they're Star Wars ion engines now? Yeah but no hyperspeed, I'm topping out at about 40m/s going level flight
|
# ? Apr 7, 2014 21:40 |
|
I just learned that I will never have to bother with multiple orbits due to processing lab wait times again. If you pause the game while the lab is processing a sample, it'll keep working and pop up the results on the pause screen.
|
# ? Apr 7, 2014 21:41 |
|
homercles posted:Is the fine art of docking now unnecessary with The Klaw? I just tried it out and it seems so... Boo? This rules. High velocity refueling impacts are in my near future.
|
# ? Apr 7, 2014 21:53 |
|
Roki B posted:Boo? This rules. High velocity refueling impacts are in my near future. The Klaw chooses what will dock and what will go.
|
# ? Apr 7, 2014 22:01 |
|
homercles posted:Is the fine art of docking now unnecessary with The Klaw? I just tried it out and it seems so... What's the mass on a Klaw?
|
# ? Apr 7, 2014 22:09 |
|
|
# ? Jun 9, 2024 19:38 |
|
ToxicFrog posted:But... The whole point of unfocused burns is that you don't need to sit there staring at it. You plot the burn, set an alarm, and then go launch kerbals into the sun or whatever the gently caress else. I have no idea what you're trying to say here - you don't like doing long burns by hand but you also don't like the idea of them happening in the background so you'd rather just not ever use low thrust engines?? Combined with an alarm clock and ability to plot trajectories or whatever yes it can be practical if you like low thrust engines and orchestrating concurrent missions which may need a shift of focus at an inopportune moment. If you want a special case MechJeb which can function on an unfocused ship again fine. Besides some potentially sticky technical issues I have no ideological issues with the concept, after all KSP is a game that people can choose to play how they want. But the reason the ion drives were rebalanced was because the ability to do all this doesn't exist yet, so they took a nearly useless subset of parts and made them useful for the time being using a compromise in functionality. Personally I have no use for ion powered craft, but that's just me. The only time it'd be useful is with mods that add useful functionality for probes. Throw in the comms one (sorry I can't think of the name) and something like the hull cam one with a science value for observing other bodies and it starts to become useful. KAS could be used to allow for shipping of small replacement parts to a stricken ship too, or something like that. If we look at the core game, the one which Squad are spending time and money to develop, they would have to do a nontrivial amount of work to KSP's engine to add functionality to their engine which no part of the core game can make use of. If they do think it's a good idea and add the framework to allow special case thrust under warp for unfocused ships, that's great. Maybe they'll add some other interesting functionality to go with it. If not, then it wasn't to be. In the end it's a mechanic which people may or may not use. I might have 20-30 concurrent missions running normally but everything except the active one is landed or in orbit around something. I'm only one person and prefer to play the game as such. I don't use any automation either. But I'm just one person and it's how I play the game. Same goes for you. What's important really is how many people choose to play the game in a certain style and how that will hopefully guide the developers toward what people want out of the game. If I could automate probes I may enjoy other mechaniscs like I mentioned before, but it also comes down to player preference. How many people that play KSP know how to do things like use MechJeb. I know I don't, because it doesn't interest me. If some degree of automation was added for probes it'd have to be accompanied by a tutorial too. So what we are looking at now is alteration of a game mechanic, addition of automation to the core game, balancing, debugging and tutorial creation. That's a lot of work! I'm not saying it's not worth it. It may well be. But in the end it's Squad's call.
|
# ? Apr 7, 2014 22:30 |