3/10/2023 0 Comments Ksp ambient light adjustment![]() In past games reentry heat wasn’t a thing yet so I just roared through the low, thick, atmosphere at stupid speeds when coming back from other bodies…looks like this time we need to either bring fuel for braking or use some gravity assist trickery to slow down. ![]() It took 4 orbits around Kerbin to get the apoapsis down from Minmus heights, but I was glad I didn’t dip the periapsis deeper into the atmosphere, as my ablator shield went down from 200 to 20 before we were done with the reentry inferno for the last time…I know the heat shield doesn’t blow up straight away after the ablator is gone, but it was still uncomfortable! The amount of reentry heat took me by surprise - I need to think a bit more carefully about return heat by the time I start reaching beyond Kerbin’s SOI. I didn’t bring the delta-V to bring the apoapsis down with burns so that was the only means of return. I also mostly remembered how to time the burn to return to Kerbin - I timed it at max retrograde and dropped the Kerbin periapsis to about 50km (20km inside the atmosphere) for an aerobrake. The return back to Minmus orbit from the surface was pretty standard - start burning towards 090 almost straight after takeoff until a low apoapsis just over the mountains is reached, then coast until apoapsis and burn prograde until circular. The Minmus mission went reasonably well, I could still mostly remember how to use the node planner and which burns to use on these simple moon missions. In the end I gave in and placed two engines on jettisonable pods each side of the main lander core to make the design less tower-like. I always find the early game rocket designs to be challenging in terms of the shape: you don’t have fairings yet so there’s a desire to stack everything vertically to make the rocket behave well during the ascent through Kerbin’s atmosphere…but by the time you’ve stacked the capsule, the payload container with your batteries etc., the science container, a fuel tank and an engine, you’re looking at a tall and narrow design, prone to tipping during landing. It doesn’t take a skilled rocketeer to aim at those, so I succeeded at the expedition despite being rusty. ![]() Mun is closer, but the delta-V difference for orbit capture is small…and landing on Minmus is a lot easier, in particular making use of the large frozen seas at equatorial latitudes. I managed to put together enough cash and science with the tourism business and short science hops that a manned Minmus visit was viable. A crude contraption but good enough to earn the cash for the early game. It takes 4 tourists up to Kerbin orbit and back on the cheap, with no need for a pilot to taking seats. I designed a mostly SRB-powered tourist vessel with 4 of those Mercury-style capsules and a Sputnik-probe core at the top. ![]() I got a few flights done over the weekend. Comm networks, reentry heating and so on. I started a new career mode, all stock - figured I’d learn about all these new things they’ve added to the base game since I’ve played last. It’s like coming home after many years, hehe. It turns out KSP runs on it as long as I keep the setting sliders down. I was also a bit hesitant to disappear into the office to fly more of the Xmas trek over the weekend (I’ve been doing that a bit lately)…so I installed KSP on my meager laptop as that meant being a bit less of a social recluse. Something that will come in handy if you like to capture and share ingame footage.Īll this Starship business got me excited about rockets again. This one brightens the render engine settings to bring light into the darkness. We translated more than 95,000 words, created 456 images for textures and UI, prepared 684 slides for the KSPedia and everything was carefully revised by a team of more than twenty dedicated volunteers.Īnd that is not all, we are also including the integration of Asteroid Day mod into this update, which is now localized and its contracts are balanced for a career game play-through, too.Īdditionally, for 1.3 we have added the Ambient Light Adjustment feature - a Boost value to the ambient light setting (similar to the highlighter boost slider). To give you an idea of the scope of this endeavour, we had to carefully revise all lines of code to start cataloging all the aspects that needed to be localized and addressed. Keyboard layouts, UI and textures were also modified to please local players of each region. This means that more people will be able to enjoy the Kerbal experience in their native tongue.Įach language was carefully localized so it keeps the humor and charm of the english version. Kerbals are now polyglots! We are incredibly proud and excited to announce that Kerbal Space Program is now available in four more languages: Japanese, Simplified Chinese, Russian and Spanish.
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