Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом
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.
Nah.
The mod you want for that is:
https://forum.kerbalspaceprogram.com/index.php?/topic/84005-13x-transfer-window-planner-v1620-may-30/
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.
This is a long-running and well known bug. Also...KSP is just a buggy game in general really.
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?
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.
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.
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)
for node placement there isn't. Not because of cheating or not. Simply because of missing handle in the interface.