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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#466 |
Ocean Warrior
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They should be careful doing that, since it doesnt model 'N-Bodies' and other stuff.
![]() Me I do take time off, mostly cause of the work I need to do to the mods i use when I play. |
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#467 | |
Airplane Nerd
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Good visualization tool, i'm sure. Good calculation tool? Nah.
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#468 |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
Uploads: 0
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Heck, NASA has been "caught" using it in videos and presentations and such.
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#469 |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
Uploads: 0
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Anybody else catch the Aprils Fools Nyan cat on the loading screens?
It was part of the Module manager Mod. |
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#470 |
Captain
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I picked this up recently during the Steam sale....
I'm currently spending most of my gaming time playing KSP... I've made multiple landings on the Mun and Minmus, and made a flyby of Duna and Ike... Managed pass by Duna, get caught by Ike then tossed back out to Solar orbit. Then I had to plan the return trip... but I managed to get back. Playing a "Career" (?) game, the one with funds and science, etc. Almost have all of the 300 tier science unlocked, and just starting on some of the 550 stuff. Barracuda |
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#471 | |
Ocean Warrior
![]() Join Date: Jan 2008
Location: Miami, FL
Posts: 3,052
Downloads: 36
Uploads: 0
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#472 |
Captain
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I haven't tried any mods yet, still unlocking the tech tree, and building my own rockets at the moment.
Too much going on lately, Most I've played has been a few quick short games of various things. With my recent busy schedule, I put KSP on a short hold until I can get my schedule rearranged so I have longer to play. I will keep the mods in mind. Might have to start another game with mods. When I get everything unlocked in the current game. I may also try a "career" game with just research. Some of my larger rocket ideas are just too expensive! Barracuda |
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#473 |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
Uploads: 0
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Anybody else still addicted as I am?
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#474 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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How far in space can you go with this game? I imagine it hasn't a galaxy as big as No Man's Sky and only known technology is used for rockets and engines, isn't it? Is there any kind of anitmatter drive that allows you to leave solar system? I know that currently antimatter costs about 30 billions per gramm, but anyhow a simulator can overcome this
![]() I ask because using the current chemical propeller engines for spacecrafts is not going to move us very far and improving those 'conventional engines' is not a progress. The first place to make people convinced about that is such a type of game IMO. |
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#475 | |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
Uploads: 0
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With various mod combinations, the gameplay experience is pretty much endless. There are planet packs that make interstellar travel possible. There are life support mods that make normal travel a bit more of a logistical challenge, and interstellar travel a logistical nightmare. There are a number of futuristic propulsion systems, including warp and antimatter. There is in game combat. You can start a new game, install a variety of mods, and play that game. Start a second game from another install (easy to do), and add a bunch of other mods for a completely different game. |
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#476 |
Captain
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![]() I'm juggling many games at the moment, KSP included. I put KSP on hold to make a run through Fallout: New Vegas with all the add-ons. I had them for about a year before I got back around to playing them. Upgraded to Fedora 27, and I accidentally over-wrote my most recent backup (I alternate backups to 2 drives) before I finished. Wiped out my FO:NV saves. So I decided to go through all my other Steam games list, including -from start to finish- the Half-Life series. Then I started KSP again. Started modding a few things, then more things. Then even more things. Right now I have a contract to land on Eve, haven't launched because I'm trying to finish the last bit of the mod that I'm doing... But I'll start it up, test a mod, then revert to the VAB. Tweak mod, tweak ship, revert again. I'm hoping to finish the "tweaks" early next week, and be landing on Eve by next Friday. However, I doubt this will happen, as that has been the plan for about a month. ![]() ![]() But still playing. May try some other mods on a fresh install. However with 1.4, the (game) engine improvements were welcome, but the removal of the Mk1-2 pod was not. I went in and re-added it. It's the ultimate lander for me. Small, full crew (Pilot, Engineer, Scientist) and I can easily see the VVI, the Radar Altimeter and the... what's it called, The ball that tells your ships attitude (it's been a while, I used to know what that thing was called!!!). AND I can see out the window too! The new 1-3 isn't all that great. Lighter, but harder to see everything at once. Although, I'm going to have to keep all the old parts around so that all my ships in space don't crash the game. Other than that, a good update. ![]() Barracuda |
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#477 |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
Uploads: 0
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Navball.
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#478 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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Thanks Gargamel for your feeback, I appreciate
![]() Is it more a 'study' sim instead of an action/adventure game? |
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#479 | |
Captain
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Science = Run 'test', crew reports, temp, pressure, etc. Get science points, unlock new parts. Career = Science + Money. It now cost to build the rockets, and you have contracts to make "Funds". Everything is scaled down a bit from reality. It takes about 3-5 minutes to get into orbit. I read somewhere that it takes closer to 20 minutes to do in IRL. It's mainly for the reason of "time". But you have to figure out how to build your rockets to do what you want to do. Where are you going? What are you doing when you get there? Payload? Return trip? Manned (or rather Kerbal'd) mission? Scientific, or Logistical? I.e. "science" points (to "research" new parts), or orbital space station for refueling. What engines do you have? Staging, or "How many sections are on your rocket"? Landing at your destination? Atmospheric, or just a ball of rock? (parachutes, or engine all the way down.) Some like to build smart. Some prefer the "Kerbal way". Which loosely translates to "more (or 'moar') boosters!!!". Orbits are stable once you are there, but you still have to set them up by "burning" at the correct times to increase or decrease altitude, or adjust orbit (polar, etc). Failures (yours, or the rocket's) come in 3 main categories: 1: Disappointing. "Almost, I need more fuel to get back!" 2: Frustrating. " ![]() ![]() ![]() 3: Absolutely Hilarious. *Launch pad explodes (from engine thrust)* *Engines explode* *Fuel tanks explode* *Remains of rocket falls over* *External equipment explodes* *Jeb looks like he enjoys the ride the whole way down* ![]() It's "technical", but toned down for the "average" player. But mods can turn it right back up. Barracuda Last edited by BarracudaUAK; 05-26-18 at 04:43 PM. |
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#480 | |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
Uploads: 0
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It's like you are handed a box of Lego's in one hand, a degree in orbital mechanics in another, while watching Looney toons cartoons. The science is 90% real, but it doesn't hide what it has to fake. It makes it known (with a little research) that some corners were cut (lack of n-body physics, if that could be called 'cutting a corner'), but it doesn't affect your appreciation for the knowledge gained. And it does all that with squeals of glee and gratuitous (and often unplanned) explosions. |
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