Jump to content

Marcus Helios

Members
  • Posts

    13
  • Joined

  • Last visited

Posts posted by Marcus Helios

  1. Lights don't illuminate the surface during an eclipse... Just landed on the Mun with kerbin blocking out the sun, but my landing lights only illuminated my ship, not the ground, the only things that were not completely black were the scattered rocks and the dust kicked up by my engines...
    I'll just have to disable the eclipse for now, 'radar altitude only' landings are pretty scary when you are surrounded by the black of the sky and the black of the ground...

  2. Something I thought I would point out is, if you are using EC to make Life Support then you are breaking a very fundamental law of physics which is EC carries no mass and yet it is creating a resource that has mass.
    I will probably not be using the LS generators on my ships, I am instead going to pack my ships with extra supplies & use DeepFreeze mod for long missions.
    I did modify the large generator to be very heavy, so it can at least fill in for a greenhouse/water production module on a station/base.

    The first time I was using the small generator I thought I would still need lots of extra supplies for a trip to Duna with 5 kerbals.
    But I noticed when I ran out of supplies that the generator would produce enough LS to keep my 5 kerbals alive forever... It would get depleted and then produce LS again, so this brings up the question:
    Why use the containers of supplies when you can just put a 1.25ton generator on a ship and have the kerbals live forever? this means we are just building ships with an extra 1.25tons of weight and playing as if we didn't have the mod installed.
    The only other factor being needing sunlight every 6hours... So I can only guess if you ran out of EC the generator would stop and then your kerbals would die...
     

  3. Well, I have only played a few hours of 1.1 and have come across a few bugs already... camera problems when running about KSC, Wobbly rockets (fixable with a mod), parts exploding while rolling across the ground... (at around 6m/s)

    A UI bug when running any science experiment.

    And the frame rate getting very glitchy after being in game after a few hours...

    Might be some settings on my computer that need changed, probably the usual case of one game runs fine with V-sync on and the other glitches out...

    So yeah, hoping these are the least of the problems with 1.1, I was really hoping 64bit would run better...

  4. If the craft is slowing down faster when spinning on re-entry that is something wrong with the physics engine, with a perfectly symmetrical craft spinning should result in no change to it's velocity, sounds like the craft might be wobbling slightly presenting the sides of the craft to the force of the atmosphere and the game is applying more drag to the craft...

  5. Just a couple things I don't fully understand or wish could change in Kerbal - First Contract.

    1. When you have a mission to test a part. Show a picture of the part, and display if you have it researched yet. I don't know the parts by their name, I know them by their picture. I find myself hopping between the hanger and the research building just seeing if I have the part available writing stuff down on a paper.

    2. The mission window is super small. Somehow allow this window to be open in every other main screen. This even includes a quick popup to be pulled up in the hanger, so I remember what I am building towards. Pen and Paper method now.

    3. There should be a way to "Test" out a rocket ship before you put a Kerbal into it, but without burning your money. I find I want to play in a bit of a 'hard mode' building with cash and with real lives of Kerbals, but I find myself loading and reloading during launch so I can build a ship correctly. There should be like a "TestRocket" facility or button from the hanger where one can just test the design built. Otherwise your expected to build a rocket to get into orbit perfect the first time. (not great for newbs). I do not mind if there is no load / reload, but I just want to test out some things on the launch pad first. Otherwise I burn a lot of money for 'skunkworks' kind of work.

    4. I still don't get what you do when you suddenly have no money (right at the start) when you blow up one of your ships. How do you get more money - no new contracts showed up and I had no money to do a simple mission. So I had to pick "launch to the moon" to get the pre-funding and then go for the small missions.

    5. Is there a way so the no-name kerbals are in line to die first?

    6. The tech tree should first start you off with satellites, and then manned missions.

    =====

    I find myself playing the science mode vs the contract mode mostly because of #3.

    Still a great game though!

    Comments?

    1. when you accept the mission to test a part, they give you the part to build with, no need to check if you already have it.

    3. try putting a probe body on the rocket and removing the kerbals for testing.

    4. possibly game over if you managed to blow up all your rockets... but I'm sure it's near impossible to end up without any way of getting funds...

    5. hire some "no-names" and put them in your death rockets instead of letting the game auto fill them with Bob, Bill and Jeb.

    7. this would be nice. :)

  6. A note on Contracts, Funds and Reputation: I have been taking every contract except the ones where you have to test a part flying at a certain speed at a certain altitude inside Kerbins atmosphere, So far I have built probe ships with the sole purpose of flying "suicide missions" to test a few parts before crashing back to kerbin, without parachutes. Sometimes I just fly a tiny probe ship into the water beside the launchpad to perform the "Splashdown tests" and this is basically the "grind" missions to earn massive amounts of Science and funds, I have managed to unlock half the Tech Tree without leaving kerbins SOI and without even returning half my science reports from the Mun, I've not even visited Minmus.

    So basically I feel like there should be NO science reward for completing contracts, you can already earn massive amounts of Science to unlock the whole Tech Tree before you visit half the planets, and so far funds have not been an issue, not even once... and I see no reason for my rep to go down into the red ever, but I am fine with that.

    Something I am unsure of is if a kerbonaught retains reputation? can he become more reputable?

    I would like to see reputation increase on a kerbonaught over many missions, rewarding you for keeping him alive, but when/if he dies during a mission the loss to reputation is greater.

    I would like to see the ability to dismiss Kerbonaught candidates and adding a $ cost to hiring Kerbals, and maybe loosing cash if you loose them. This way we can pick the kerbals we want from the hundreds of applicants, I personally like having a Bobgun Kerman and Nielbro Kerman in my crew! :)

    Loving 0.24, I've even managed to install all the mods I wanted to use from 0.23.5 and some extra ones I found. I still feel some mods are so good they should be included in KSP, such as Engineer, Enhanced Navball, NavBall Docking Alignment Indicator, Distant Object Enhancement, even mods like Cool Rockets add just a little to the game that makes for a more pleasing experience. Some of the gripes I have with 0.24 are probably going to be addressed with mods, I hope...

×
×
  • Create New...