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regex

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Everything posted by regex

  1. These forums take themselves way too seriously sometimes, especially in a thread about ~cheating~...
  2. Rough guess, you'll want about twice the fuel of a Mun lander and about half again the TWR. That might be a bit overkill, but it'll do the job.
  3. I only have one rule: NOMODS4LYFE420NOSCOPE
  4. Using mods makes you a terrible person and diminishes your achievements. Resist the urge, OP! How can you ever have a signature banner full of impressive accomplishments and call yourself a real player if you use mods?
  5. This'll be rich... Anyway, I'd like to see the following, in no particular order (because it doesn't matter): - Money, Reputation, Science triad, already announced. - Contracts that focus more on the player's activity rather than some arbitrary story or progression (I want to be the star of the show). - Refined/more parts. - Life support and atmospheric damage effects. - Additional planets to round out the system. - Two or three more solar systems to explore. - UT changed to use an actual double instead of this 63 year integer casting they're using. - More things to do on planet. - A non-grindy resource system that puts resources in intelligent places and doesn't require waiting of any sort. Other than that, I'm perfectly happy waiting to see what the devs come up with.
  6. That's pretty cool but it looks like you've dome some pretty heavy part clipping, which is against the challenge rules.
  7. In real life we have Real Life Physics that make such things much more possible. We can also be much more precise than in KSP. We also have to deal with the fact that most real life rockets have a payload fraction somewhere in the 2~3% range (IIRC) which makes launching massive craft with enormous amounts of fuel quite tough, so maneuvers like this are necessary for successful missions.
  8. Nice, thanks. I don't have a keypad on my laptop and I only run Linux at work so I never ran into this; I imagine it might be an issue with Windows and Mac systems too. Or not. Either way, I'll add that into the next version.
  9. This pops up all the time, search this particular forum to see past threads. Basically it's not worth it since mod installation in KSP is far easier than, say, Minecraft. There also aren't really that many compatibility issues to work out compared to, say, Minecraft where Java classes could clash because everyone is in the same namespace. There's also the issue of who supports what and the speed of mod development in KSP. In short, don't bother. It's better to create a forum thread with recommended mods, maybe providing a plugin to unify them. See BTSM for an example of that. E: Here's some previous threads: http://forum.kerbalspaceprogram.com/threads/62956-KSP-needs-a-lazy-newb-pack http://forum.kerbalspaceprogram.com/threads/61829-MOD-Packs http://forum.kerbalspaceprogram.com/threads/50048-Assembling-a-Mod-Pack
  10. I've read this a few times trying to figure out what you actually mean. I'm still not entirely sure, but I think you're saying that KSP's science system is an RPG skill/XP system masquerading as a research system? So what? You could make that case for a 4X research system; in both you accumulate "points" through various means which then get "spent" on a benefit. The method of accumulating "points" is all that really differs (and maybe when you make the choice of what to gain from those points.) From everything the devs have said so far we'll eventually get something like what you want, where you exchange one type of "point" (time/money in a 4X, in KSP's case money and reputation) for another (science in both cases). KSP isn't a 4X game, and I doubt it ever will be, so we don't need a traditional 4X research system. Since KSP gameplay is more personal goal-oriented (rather than story or mission driven) there needs to be a mechanic that fits that gameplay. The current science works just fine. Just wait until you can exchange "points" in KSP for other "points", that will probably open up the perceived grind a bit. OTOH, if you think science now is grindy, I wonder how you think contracts and reputation will pan out...
  11. I'll probably take it a step further and do something in the Trip Info screen. That keeps the main GUI uncluttered while giving me more room to play around. Right now I'm thinking of "merge down" and "merge up" buttons for individual nodes, and probably a "cut" button that would just "paste" right back to its UT as has been previously requested. I'm also prototyping a part module (wrote it last night) that will save a vessel's nodes and reload them on switch. We'll see how all that goes.
  12. There's nothing stopping you from doing the maths yourself or building a spreadsheet. I fumbled through 0.20 and did a pure stock Eeloo mission complete with rover, it just takes persistence and a willingness to learn. As far as changing my playstyle, I did a ton of Mun and Minmus landings instead of immediately setting up LKO infrastructure and moving outward. Then I set it aside because career mode is kind of silly right now. Slowing down the science helps somewhat, but not much. There's a lot left to do on the feature before it really changes my playstyle and building style.
  13. I see you have plugin code, I'll check that out. Thank you!
  14. It's not, really, there's a lot of depth to the game already outside of flight. The problem I have with science accumulating over time is the difference in game styles. IMO games like X-COM are reactive, as in you react to events the game throws at you. It's perfectly fine to wait around in a reactive game researching things and time warping because at any moment you could be called up to do something. That doesn't work in KSP because KSP is more of an active game where you have to set the goals and do the things. Waiting around in a sandbox game like KSP is terrible gameplay because random events don't exist (and I don't think the devs are going to be adding them in) and you define the goals. KSP-style tycoon gameplay will be along the lines of you doing the things you want to do and the game providing a framework and challenges for your goals to be achieved, it will likely not be something like X-COM where you react to events in the world.
  15. I'm not sure if simply summing the vectors would work as you expect, but I'll give it a try. I'm also not going to spend any more time on the GUI than adding a button to "Collapse Nodes" or something because I can see it getting very complicated very quickly. E: In retrospect, I kind of went off there. Suggestions of integrating GPL code into my projects sets me off. Sorry for being harsh, just wanted to let you know that I'm perfectly willing to try out your idea.
  16. This reminds me of the Top Gear where Clarkson builds a cottage in a Mercedes. I'm going to fit this to all my rovers.
  17. I went to Duna as part of the 1 Mainsail Challenge.
  18. I tried to do one in (what I considered) the spirit of this challenge, using a single mainsail for liftoff. The second stage was three LVT-45s which didn't actually get us to orbit and the transfer stage was an LVN with some 6km/s of delta-V left over once Derdo was in orbit. I put a small lander and rover on Duna, drove around, and then returned to LKO. For Duna and Kerbin transfers I used some high energy maneuvers because I had so much fuel... I suppose I could have beefed up the lander a bit and went to Laythe, I might try that later. Bone stock craft save for the Engineer module. TAC Fuel Balancer, PreciseNode, and Enhanced Navball were in play as well.
  19. I really want to see what the devs have in mind for the economy and contracts. I'm hoping that career mode will retain the sandbox feel of the game and so far I have confidence it will. I'm also interested in what other things they have in mind regarding "what to do when you get there."
  20. I don't think this is a good idea at all. What about experienced players reinstalling the game and having to go through whatever career mode is in order to unlock sandbox? What if career mode has no "finish" state? Setting arbitrary goals like reaching certain milestone in order to unlock sandbox mode seems so very unlike the game we have now, especially considering you can reach most anywhere with tier 0 parts and I highly doubt that career mode will be so difficult as to prevent that since it will have to be balanced against new players getting started with the game, and why would an experienced player do "difficult" career mode in order to unlock the sandbox they know and love. It's like "do your cursory Duna mission on reinstall".
  21. Those large SAS modules are about the most fragile thing in the game. It might be better to remove it from the stack and mount one or two to the side of the rocket if you need them. If you want them in the stack, strut from below to above it, strutting to it doesn't work that well from what I've seen.
  22. Never. I just use the plate to prevent fuel flow so that Engineer uses the correct delta-V with the fuel tanks I'm using for dead weight. It's only used in the VAB.
  23. Sometimes I build the transfer stage first to fit whatever booster I'm using or simply to size, like if I'm building a reusable tug for a variety of payloads or if I have a specific delta-V I want. I'll then throw on one of those flat plates and stack fuel tanks on top to find my desired payload/delta-V/TMR, adjusting until everything looks good. Then I'll build a payload within the mass limit I specified. Most of the time, though, I build the payload first.
  24. I also moved over to Dropbox so this will be less of a problem in the future.
  25. Is this the "in space" stage? If so, yeah, I could take this pretty much anywhere one-way, and return from almost anywhere except Moho, Dres, and Eeloo (Dres and Eeloo I could maybe do a return). The lander can get back up from anywhere except Eve, Tylo, and Laythe, with Moho being a bit iffy.
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