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KSP Loading...: Kerbal engineers are stepping up their game!
basic.syntax replied to UomoCapra's topic in The Daily Kerbal
This seems like a lot of change for a "point" update Why not call it 1.2 ? [edit: misunderstood versioning; thx Devoblue for clarifying] Any Career-mode limitations, based on engineer level? Adding to craft in orbit, could be "overpowered," when combined with part limits, early in Career.- 299 replies
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- ksp loading
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This is nice, but could snowball quickly into a complex game of resource management (which some folks wouldn't mind.) Mine resources, refine into building blocks like copper/aluminum/glass, then construct "Science Jr." But when you break that item back down into its components - it didn't contain any rubber, so you wouldn't get what you need to repair a rubber wheel
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Great feature! Removes the "space magic" of destroyed wheel repair. I also think higher-level engineers should consume less of a repair kit. And perhaps some consumption scaling based on part mass.
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\o/ The changelog is so long, it just about deserves its own separate file! Thanks to the team for continuing to poke, prod, and fix!
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- 1.10
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It's a subtle thing I've not noticed, but, when attention is called to it - I think the glasses are fine as-is, maybe making the oddity a little easier to spot, lol. Looking forward to the update!
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Squad fixes a lot of bugs. See changelog. Every update contains fixes. Its not fair to say "QA doesn't exist."
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The harsh transition between the launchpad object and the world terrain it sits on, stands out for me as a worse "problem" than maintaining the grass detail scale when zoomed out from the Kerbal. KSP is a constant work-in-progress, and it would not surprise me if they eventually figure out how address both of these concerns
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That is quite a list, Thanks for your continued efforts! … please don't stop...
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Big Thanks at Squad for fulfilling this old request! And the Boosters! No more "Jedi hand-wave" quad-Kickback assemblies, with their sometimes-problematic strut connections, which nested symmetry-in-symmetry. v1.8 has so much new and overhaul going on... even more for me, considering I've sat out for the last few updates. Its time to start a new career mode game. Squad future plans? Still looking for more help in the Stock experience, with managing multiple long duration missions (e.g., KAC). And a "science officer's station" / control panel, for craft.
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- update
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@UomoCapra, consider this: Special Pictures displayed on holidays. Squad has produced some nice art for Day of the Dead / Halloween, that works best when you see it on the appropriate day. With a little bit of code, it becomes possible to bury new "Easter eggs" in the game start process.
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KSP Loading... Preview: Action Groups in flight
basic.syntax replied to St4rdust's topic in The Daily Kerbal
TYVM great QOL! +1 *like* -
Yay! This is an old request - I participated in this @Bill Phil 2015 thread, but I'm sure older can be found! The "Kickback" from the NASA pack, was styled / scaled for a older and smaller interpretation of the Space Shuttle - it fits perfect next to the 2.5m orange tank (and with this picture, I asked for a more pointed matching nose cone when they were overhauled in a previous update.) I think the "Kickback" needs to be restyled / reinvented, it's now in a supporting role, given the larger direction the 3.75m Space Shuttle parts took. The new 2.5m "Clydesdale" seems to be tak
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KSP Loading... Preview: 1.7.3 Same Vessel Interactions
basic.syntax replied to St4rdust's topic in The Daily Kerbal
The video shows tedious selecting of each part placed in symmetry; while some builders will want that level of control, tedious clicking could be reduced if a checkbox, or modifier key during part selection, could be added to apply collision setting to all parts linked in symmetry. -
"BUT, what is the gameplay like?" - Squad pre-emptively answers by releasing numerous gameplay overview videos, BEFORE a cinematic trailer. Bravo! Classic Kerbal mayhem, nobody dies - great cinematic!
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- breaking ground
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KSP Loading... Breaking Ground under the spotlight!
basic.syntax replied to SQUAD's topic in The Daily Kerbal
Good point, I would like to believe its limited like a maximum pool of points per experiment in each biome as GoldForest suggests. Or in the case of new objects - Science per object (and possibly per biome as well, if for example "crystal formations" can be found in multiple biomes.) I play with Science payouts nerfed 40% in my Career, because after the MPL was overhauled to generate Science over time, Science points felt too easy to get. The expansion is adding a ton of new Science points, since so many new experiments are being added at once; but at the same time it may not feel like