Kerbal Space Program
appearantly, invisible 15KM high mountains on pol killed me
so after a 2 hour long mission to jools moons, I finally with a lot of struggle got to pol, and after getting into orbit and slowing down to land, this is where I randomly exploded.
http://steamcommunity.com/sharedfiles/filedetails/?id=1188934255
Автор останньої редакції: Hugo; 2 листоп. 2017 о 10:32
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Цитата допису Chibbity:
Цитата допису Hugo:
oh ok.

There is a mod that does what you want.

I'm loathe to point it out to you, as I feel it's downright cheating and you'll only regret denying yourself the satisfaction of learning to do things yourself; but to each his own.

https://forum.kerbalspaceprogram.com/index.php?/topic/155998-130-131-astrogator-v078/
Im probably not even gonna install that, I dont wanna cheat, I just have some problems using the maneuver mode.
Цитата допису Chibbity:
Цитата допису Hugo:
Dont question my designs, they seem to work somehow, and its KSP after all...
a few of them didnt provide enough thrust, so I went with more of them!
that was also the same lander I used when I exploded in an invisible mountain, so no kind of krakren glitch could have made it bug apart and explode.

If it works; it works. : D
it sure works... somehow.
The design also has to do with it being an intermunar (thats probably not a word lol) lander/ship thing, I designed it to fly from moon to moon on this jool mission. with a bit of refueling.
Цитата допису Hugo:
Цитата допису Chibbity:

There is a mod that does what you want.

I'm loathe to point it out to you, as I feel it's downright cheating and you'll only regret denying yourself the satisfaction of learning to do things yourself; but to each his own.

https://forum.kerbalspaceprogram.com/index.php?/topic/155998-130-131-astrogator-v078/
Im probably not even gonna install that, I dont wanna cheat, I just have some problems using the maneuver mode.
I'll use it. looks like a great way of planning when to launch your interplanetary missions without holding a protractor up to the map screen.
Цитата допису Kang of Canada:
I'll use it. looks like a great way of planning when to launch your interplanetary missions without holding a protractor up to the map screen.

Nah.

The mod you want for that is:

https://forum.kerbalspaceprogram.com/index.php?/topic/84005-13x-transfer-window-planner-v1620-may-30/
How come you only have 60 hours and are already landing on Pol, huh? Diese deutsche Effizienz...

I've landed many times on Bop, Pol, Gilly and the like and haven't experienced that. High velocity landings, chill landings, polar, equatorial, near anomalies, no bug whatsoever.
The only freaky thing I saw was Deimos and Phobos landing attempts with "high" velocity, which is anything more than 0.01 m/s ( 1 cm/s, that is) . When I was about to touch the ground, the craft got teleported 5 km up. But those aren't the stock planets.
you have benn reporting a lot of bugs, you sure something's not wrong with the game?
Цитата допису Astronaut:
you have benn reporting a lot of bugs, you sure something's not wrong with the game?

This is a long-running and well known bug. Also...KSP is just a buggy game in general really.
Цитата допису Astronaut:
you have benn reporting a lot of bugs, you sure something's not wrong with the game?
Most of these werent bugs, just problems because I am a noob at the game (or atleast with the game's mechanics)

Цитата допису George Kerman:
How come you only have 60 hours and are already landing on Pol, huh? Diese deutsche Effizienz...
also, yer damn right, Deutsche Effizienz! haha
even tho all I know about the game is how to build a rocket and use maneuver mode to fly to planets, but who needs to learn about other things, right?
Автор останньої редакції: Hugo; 2 листоп. 2017 о 13:30
Цитата допису Chibbity:
You lost me on this one buddy. Lol.

(To clarify if you haven't used it, Precise Maneuver Editor doesn't add any shortcuts or "cheaty" options. It's just a much easier and more precise way to edit your nodes. It isn't capable of doing anything the stock maneuver nodes can't.)
I know that one. Have seen in videos.
I still do it the hardcore way. Make node good enough, execute, reduce engine thrust and then finetune the result to achieve 3 gravity turn wonders. Sweat makes the victory sweeter.

I was actually quite mad about stock node roughness when I started KSP.
Then I learned mouse wheel and use opposite handle tricks. Added 0.5% engine solutions and suddenly it was fine. It's not a perfect solution in terms of comfort (while actually offers higher accuracy than that mod can afaik), but somehow that tinkering fills up your playtime. It also teaches you how all those radial in/out and pro retro interact, allow doing real time burns while balancing on a line between two directions to travel "in time" while staying on target. It also feels rather unique every time. Like first time landing on Mun, just a bit smaller. Satisfactory struggle.
Цитата допису RoofCat:
Satisfactory struggle.

Well, as someone who personally doesn't like gameplay-changing or part-adding mods I can certainly understand your "purist" way of thinking.

Personally, I don't have anything against mods that soley improve the "quality of life" aspect of the game but I respect your "Stock-only" mindset.
Цитата допису Chibbity:
Цитата допису RoofCat:
Satisfactory struggle.

Well, as someone who personally doesn't like gameplay-changing or part-adding mods I can certainly understand your "purist" way of thinking.

Personally, I don't have anything against mods that soley improve the "quality of life" aspect of the game but I respect your "Stock-only" mindset.
there is actually one thing I really miss with nodes and have mentioned in Development thread while it was still managed - another handle (larger circle around node?) to make fine node position adjustments on orbit. Forward - backward repositioning of the whole node by turning that wheel with 10:1 reductor (maybe 20:1?). Like one full rotation of that outer circle would move you around for 1/10 of the orbit you are on. Big enough so you can use it comfortably at any zoom level like all the rest of the handles. Zoom neutral orbit with higher sensitivity if you like. You know like those heavy machinery steering wheels with a knob on it.

I know I can zoom in at the body in question fullscreen to increase mouse accuracy and adjust the activated (visible) Ap/Pe behind it, but then I have to zoom out again to adjust escape directions and what not. It's too much zooming in and out multiple times you could easily avoid just with a better interface while staying far above all that mess.

There is one thing you would have to solve though. Being on "short" low Kerbin orbit is one thing. Moving a node on 7 year trip to Eeloo Ap is quite another. But then you still would be able to move the node directly on huge solar orbits. So I can't see that extra ring-handle translation choice as a big challenge.

Or - use time units instead of direct orbit proportions for that handle sensitivity. Like one full turn equals 3 minutes? So it does the same on all orbits irrespective of their size (so 1sec shift would equal 2° turn)
Автор останньої редакції: RoofCat; 3 листоп. 2017 о 4:15
That's why we use Precise Maneuver, not to use the mouse for things that require 0.001 velocity or position changes. It's the same analogy as having an electric screwdriver vs a normal one. Is the electric screwdriver cheating? But you're using a screwdriver too :).
Цитата допису George Kerman:
That's why we use Precise Maneuver, not to use the mouse for things that require 0.001 velocity or position changes. It's the same analogy as having an electric screwdriver vs a normal one. Is the electric screwdriver cheating? But you're using a screwdriver too :).
for node power there is even better replacement - as I said, turning down engines has eventually higher accuracy than precision node can do.
for node placement there isn't. Not because of cheating or not. Simply because of missing handle in the interface.
Nah, the most precise is the smallest RCS thruster with fine controls on. Now that's precision!
Автор останньої редакції: George Kerman; 3 листоп. 2017 о 5:19
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