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About basic.syntax

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  1. 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.
  2. 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
  3. 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.
  4. \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!
  5. 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!
  6. Squad fixes a lot of bugs. See changelog. Every update contains fixes. Its not fair to say "QA doesn't exist."
  7. 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
  8. That is quite a list, Thanks for your continued efforts! … please don't stop...
  9. 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.
  10. @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.
  11. 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
  12. 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.
  13. "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!
  14. 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
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