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basic.syntax

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Everything posted by basic.syntax

  1. Also using the MH excuse to get back into a career mode that had been paused ... for a year. Have nearly finished rescuing and upgrading craft that were launched before heat shields and thermal radiators Looking forward to the next update and more MH content
  2. Thank you! As you add more Nodes, in/out pin paths overlap and tracing the flow gets harder. I would like to see some kind of highlighting for the node connection lines of the selected node. Like the animated arrows used on fuel flow lines, for example. Overlay some kind of animation ("dancing ants") on the lines, so that complex mission designers can clearly see what feeds into and goes out from the selected node. And/Or - consider adding a cross-hatch pattern to node borders of nodes connected to the selected node, with one style used for nodes-as-input, and (perhaps) another pattern for nodes-as-output. (Patterns are helpful for users with color perception issues.)
  3. It's a fascinating collection of opinions on where the gameplay and challenges in KSP should be.
  4. v1.3 should not understand v1.4 parts that use techniques that don't exist in 1.3, like mesh switching to cycle through variants & textures. I think if those type of parts even loaded in v1.3 without modification, they'd be stuck in a single mode. I've no doubt the developers are working on various bugs & the 1.4 series will get better, just as previous major releases improved with patches over time.
  5. Its great to hear from the team! Special thanks to TriggerAu for an extra-credit write up about vessel naming feature enhancements. Love reading this stuff. More? Other volunteers? Pretty please? Another great trailer, I don't recall it being hinted about in previous weeklies. More! Longer! Encore! hehe. I also liked the "loud and clear" trailer, which implied that something bad was about to happen, but the punch line... doesn't come at the expense of the characters. Congrats to the cinematic team!
  6. Somehow I missed this, until I was about to ask if anyone had more to say about the development process of the last year, in the latest weekly update. Then I happen to actually look, and... thank you! Here's to hoping for some kind of "KAC lite" option in the stock game, over the next year
  7. Felipe Falange, aka 'HarversteR', the original game designer, was asked many times about delta-V, and is quoted below. A year later former producer Maxmaps hinted they would work on it, but, obviously it didn't happen. Yet. Every time you ask Squad about "shmelta-v" they don't answer. That doesn't mean it will never happen. PC Gamer article (link) I have a solar rescue contract that I think about attempting every so often, I'm down to 18 years of game time to do it in, and it looks like it will take over 10,000 dv to bring the lost Kerbal home. If I don't figure out some slingshots to help reduce that number... which may not be possible if waiting for one to line up, would push mission time over 18 years All that to say I see reason to have some more stock-game help available, as an option, for these complex 'end game' scenarios.
  8. Something else may be going on with one of your mods expecting a certain directory/folder, because I'm able to run copies of KSP in other locations. (I run with very few mods.) This is a question best put in the tech support / modified installs forum category. Every time a new version comes out, I make a copy on another drive. You would see entire threads about DRM in the forums, if KSP had added it. Some players have concerns that one of the code libraries KSP is using in 1.4.x may be "phoning home" some info, but that is not DRM.
  9. It LOOKS like it should work with both the small and standard size docking ports. And since the theme of MH seems to be overpowered parts... would like it to work that way
  10. MH will bring back a lot of KSP lurkers, this might be a good time to make an update. It will always be small in demand: It's a diversion. We try it, get a good laugh, and go back to messing with rocket parts. If you went through the extra work of building more gameplay value to the activity, it might grow a little more. But, one Kerbal out fishing shouldn't exceed the benefits of a mobile lab. It 'would be nice' to find a 'rare species' (1 in 20 chance?) that was worth a scaled amount of science points. It could be automatically stored in a nearby command pod or science container. I arrived here after looking through the forum post list of mods, and remembered back to the good times noted in the first post. April 1 is almost upon us!
  11. This post details the steps / problems with getting the free expansion out to early adopters.
  12. Tech Tree: (career mode) I was expecting to see new 5-meter parts added to the highest "tech level" but they are not; S3 and S4 tanks are in the same group together. I thought the expansion would be a new opportunity to spend (or strive for) the crazy amount of Science points possible with Mobile Labs. Is parts cost enough of an "end-game" balance factor?
  13. MH is probably not what you were expecting. The first scenario "Dawn of the Space Age" is all about making history tho, but for the Kerbal space program... "Your rocket is the first Kerbal vessel to reach space. This achievement cannot be overstated." — MH does not copy real life events directly.
  14. You can write up a forum challenge post far faster (its like a first step) than building same in the mission editor, placing and configuring the nodes, etc. The first listed MH scenario 'merely' has three distinct stages, a Jool 5 MH scenario will require a lot of set up, and different players approach it differently. (I've read many posts but never done a Jool trip.) Accounting for different ways players might want to run a mission in the editor (bonus objectives?) multiplies the amount of node setup work required. Does the scenario designer want to ask players to just orbit each moon, or land and return? Different kerbals, or the same one? The list of possibilities goes on and on, and in some ways that's part of the fun of it. Long live forum challenges, lol.
  15. Its just... a launch site. I can imagine it to be like the Space Shuttle's mobile crawler-transporter, which took a full year to get to that location after we clicked "go to Launchpad;" but we are spared the eternity of waiting for it to get there KSC should stay KSC and be the "menu screen" where we access all the rest of the game's features. Squad has been making do with a handful of artists; perhaps with the income from this expansion they will be able to afford to expand again, and create even more world-art to flesh out the game. (Still waiting / hoping for KSC "Tier 0.")
  16. DirectX is the name of a technology standard, that makes it easier for games programmers to draw things on the screen, generally MS Windows specific. It enables a lot of stuff. OpenGL is a different standard that does some similar things, and is more commonly found as the default or only choice on Mac and Linux. Edit: And I re-created this bug, by disabling anti-aliasing, like others report. W10, Nvidia GTX 660. Looks just fine with AA 2x. That's what I had enabled before the update so I never had a reason to complain
  17. It is a bit hard to fly this one. No SAS. Need to attach maneuvering fins (winglets) to the SRB, and KNOW the orientation of the fins in response to your directional keys, before you take off. Look at the craft on the launchpad and test the controls I prolly ran this one 10 times before I landed on the island. In the VAB it helps to also reduce the thrust of the SRB to 30-40% ( in addition to reducing the fuel amount to just below max mass) so you can have more control, over a longer flight time. I'm just using keyboard flight, it took a lot of careful tapping not to oversteer, and correct if it started heading the wrong way. Prepare for a bunch of restarts or reloads. ### Separately, (addressing this to any Squad folks who may be reading) I broke mission flow somehow during later reloads or restarts. After I created the orbital satellite rocket (given all the Russian parts needed to put Sputnik in orbit, great fun) and arrived at the pad, I got both a mission failure banner and behind it, instructions to proceed with my launch, lol. I could fly the mission, but it didn't seem to complete, probably because mission logic thought it had failed already.
  18. You're not missing anything: missions are stand-alone in this version so far; They are separate experiences that don't interact with career mode. Many players are requesting this, and it would not surprise me if a future version of MH will do more things.
  19. Steam DLC's sort of stealth-install. On your Library page, at the bottom, you may see "0 of 1 item(s) Complete". If you click these words, it takes you to a listing of recently installed games, their download sizes, and pending updates. At the far right, you may see a "download now" button.
  20. Big things, little things - all kinds of things! thanks @RoverDude
  21. Thanks for seeing it through, Squad "old-timers!" - it was a rough ride through some very good people coming and going, and changes in the company. Another free update has arrived, long after some expected Squad to move on to another game, product or even industry, as huge numbers of people who were interested in this sort of game, probably have it already. Which brings us next to the MH expansion, a year-long effort that should help keep the lights on in Squad offices, and I expect will also see ongoing tweaks and updates just as the base game has - for literal years now. I often wished KSP had a story-driven campaign, but I think the original developers felt the open-ended contracts system had greater replay value (Once you've advanced through a story, is the game 'over?') now i'm going to have a chance to try out several in the weeks and months ahead, plus a chance to craft my own, if I feel up to the task.
  22. History includes more than facts and figures, but also people behind these things trying to improve themselves. I don't mind if Squad occasionally uses their website and soapbox to raise awareness of an issue. I prefer what we have, when compared to the relentless marketing some game companies do in their blogs. I'm also impressed that Squad has continued to put something out weekly; I expected it to change into a monthly format a year ago, when they started the new project and didn't have much to show us.
  23. Hehe; I'm a casual player who has yet to visit every planet. My builds are usually min-max'r functional, with plenty of inefficiencies, but I tip my hat to good counter-arguments (both of them in your post) on DLC strategy I'm impressed by the hours some players put into intricate designs whether replica or unique. These can also serve to advertise and promote the game to a wider audience, when they are shared, up-voted, re-tweeted, and perhaps end up in front of Scott Kelly. This kind of benefit, derived from giving something away, is difficult to quantify.
  24. Clearly we disagree, and that's fine. I drew my line pretty clearly at structural connecting parts: building blocks. Nothing more. As it stands, Squad went farther than I'm suggesting, and elected to give the base game a few functional parts developed (I expected) exclusive for MH: the Mk1-3 capsule, and a couple new surface attach tanks.
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