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Everything posted by pandaman

  1. I seem to recall that it was confirmed officially somewhere that this will not be possible. My thoughts... Even if it was somehow possible to load up a KSP 1 save (with craft automatically 'converted') all of the planetary surfaces are going to be re-modelled, and therefore different everywhere, however similar the basic geography may appear, so anything on the surface could potentially be a major problem. There may be a chance of a mod that can sort all that out reliably, but frankly I very much doubt it.
  2. I have no real idea, but at a guess I would say the store won't be down for too long.
  3. Yes, whenever I hire new crews I always try to remember to assign their suit at the time. A stock 'Set default suit' option for each 'class' would be nice.
  4. Yes, not our choice, but that's what the suggestions section is for. If the devs think it worthwhile then it could get included. @Martian Emigrant. Will PM you shortly in response to the rest so as not to go off topic.
  5. @Martian Emigrant. I get what you mean, I suggested the same thing not too long ago. You want it smaller for 'normal' use, but then you want it larger to help with more 'delicate' tasks. The little 'hide' tab is great, but it does what it says and hides it (as it should). Whereas an extra toggle to switch between two custom sizes would allow that functionality too. Or perhaps use the existing 'hide' tab to cycle through the three options to avoid an extra button.
  6. The 'Unity sucks, shouldn't KSP use a different engine?' question seems to be one of those 'grass looks greener over the fence issues to me. You may possibly get greener grass over there, but will the flowers in the borders grow as well? Sure, all game engines will have their strengths and weaknesses, but changing to a different one (apart from the immense amount of work involved) could just as easily create new unforseen issues that are worse than those that are improved.
  7. I don't know how long you have been playing KSP, and I'm not in any way knocking you, without exception we all started with zero hours at some point. For a many games 300 hrs is probably 'quite a lot', but for KSP that is still very much 'noob' territory, as you will discover. As you get more in to it that '300hr goal' will just fade away into the distant past. Myself, I estimate I have played around 4000 hrs, over 8 years (started in March 2013), with a mixture of just playing fairly regularly, some very intense periods and not playing for weeks on end. KSP has been described as
  8. Thanks @Johannes This was great, very interesting, both from 'What can we expect to see?' and 'How do they do it? ' perspectives.' It's also good to be able to see and appreciate how much thought and effort goes into things we see and just take for granted, unless they don't look perfect.
  9. Interesting idea. I don't actually know, but I would think that whatever projection method they use (if any) to get the basic landscape they can manually edit the 'undesirable' bits. Likewise with adding the nice 'finishing touches'. The limit, of course, being the amount of time they can allocate to it, and it is doing those 'little details' that can easily use a LOT of time, if you let it.
  10. ...Assuming of course that the mods in question are also bug free and never get updated...
  11. Stock + DLC here. Because that's what I play. I have a few QoL type mods, but would prefer similar fuctionality in stock. I tried a 'HalfRSS' mod a while ago, and enjoyed the experience, but for 'just playing' the stock scale works well.
  12. True, but the 'choice' of what i can launch, or do, would be limited, or even removed altogether. Meaning that even if i just wanted to try a different strategy for a change I wouldn't even have the option. By not having these limitations imposed we can all do things the way we want, if we want, whether or not it is more efficient or 'realistic' . By arbitrarily limiting such options we could become forced to follow a 'set path' or storyline with very little scope for any alternative, which, for me anyway, is a real turn off.
  13. But that should be a player's choice IMO. If it becomes an enforced 'programmed in' gameplay rule, like - Unlock crewed capsule parts once orbit achieved - then it just limits a player's options and creativity for no real gain. Much better to let us choose the paths we wish to follow.
  14. I don't think that is a bad idea, but all the reports would still need to be checked and filtered anyway, so it could be impractical. Maybe a 'triage nurse' could go through them to check that 'essential' info is there (ike adequate description, replication steps, etc.) Then those that 'pass' get added to the list and the rest get dumped. IMO an open beta would still be of limited value, and would simply be used by many as a (cheap?) way to get the game early. The understandably high bug count, and inevitable public complaints could give it a bad reputation, however clearly it is o
  15. To me that's not a 'beta', it's just a 'show and tell', whilst a 'beta' is (or should be) a pretty much fully functional version for the final level of testing/development before full release. I would like to see a demo version, but they are two distinctly different things, in my mind. A 'demo' would be a version of the final (i.e. finished) release, with limited functionality of some sort (time limits, restricted saves, reduced content etc) to allow potential buyers to try it out before committing spending on the full game. A 'beta' would be a late stage development /QA 't
  16. It's to do with the rotational speed of the body and the extent of it's Sphere of Influence. The more slowly it spins the higher up you need to orbit to synchronise. If it spins slowly enough then the orbital height required is greater than the SOI, which means you can't do it. Also, a bodies SOI is related to how close it is to it's parent body. Mun's SOI would be bigger if it were further away from Kerbin.
  17. I landed on Mun first too. It seemed logical as it's nearer and easier to 'hit' than Minmus. For that reason, my guess is that most players would do it that way round. Minmus may well be easier in practice, but you don't actually find that out until you either do it or read about it.
  18. I don't think an 'everything procedural' is the right approach, but it would be a good option for some things, especially to help declutter the parts lists... E g. Fuel tanks and wings - select the profile and adjust the length to what's needed.
  19. As it is a mod, assuming one is created for KSP2, then I expect it will be free. The downside, as with all mods, is that due to it being created by 'hobbyists' in their spare time, however skilled and dedicated they may be, it is not the responsibility of the KSP devs team to ensure it works or gets updated and continues to work with new versions of the game.
  20. What I would do, and have done on occasion... Basically what @Martian Emigrant suggests. Create a simple 'cargo' craft with docking port /claw etc and RCS, and whatever parts and crew you need. Cheat it (using Alt F12) into close proximity with the target. Dock it then use the inventory menu to transfer the things you need. You could also take the opportunity to 'salvage' bits off the cargo craft and attach them to the target vessel. Once you have done with the cargo craft just undock and either delete it in the Tracking Station or cheat it back to LKO to rescue any crew.
  21. Each to his/her own, but for me KSP just does not lend itself to a set storyline, and it would put me off a lot, especially with cut scenes. I want to play and explore as I want, not follow a pre determined path, like in so many FPS single player campaigns that are basically movies where you need to 'tick boxes' to get to next scene. A notable exception being a walkthrough tutorial 'campaign' that takes you as far as maybe Mun and Minmus landings. As for some sort of 'lore' or 'connection' between the anomalies then that could be interesting. Even if it is not officially expliain
  22. Ok. When you build your craft they have a default orientation. You can change it by grabbing the root part and rotating the whole craft in the VAB. What i proposed is an option to open a dialogue box to type in the rotation/heading so it sits on the pad in the direction you want, without changing the VAB rotation. Changing the inclination of an existing orbit by much uses LOTS of delta v. That's why you launch as close to your target inclination as possible. Yes, however this suggestion would in effect perform the roll before you leave the pad. Making it easier to achieve
  23. None, that's exactly the idea. Set your launch inclination by rotating the craft on the pad. You adjust the 'heading' at launch to set the inclination of the orbit. It avoids Dv heavy large inclination changes in orbit.
  24. When using Kerbnet to scan the ground we get the 'screen' that shows us what it sees. I think it would be handy to have this area highlighted on the ground somehow so you can get an idea of the size of the area covered.
  25. An option to set the inclination of craft on the pad. I know this can be done to some extent in the VAB by rotating the craft, but it can be fiddly. So why not have a simple 'Set Inclination' option that opens a box to type in the desired inclination?
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