Jump to content

pandaman

Members
  • Content Count

    2,316
  • Joined

  • Last visited

Everything posted by pandaman

  1. Recently I have been doing more rendezvous type flights, and find that a larger scale Navball helps visually and with accuracy lining things up. But generally I prefer it smaller so it take up less space. I am using the 'Navball Scale' setting to re-size it as I need, and it is fairly accessible in play via the Esc key menu. However a simple extra tab on the Navball to toggle a second size option, which could be set in the options (and maybe default to 125%) would be a handy way to have a small 'always visible' Navball on screen, and then just toggle the large one when you need to i
  2. If not Kerbals, as we know them, then another 'spacefaring species' would be needed. Humans would work fine of course, but that would lack the 'charm' and feel like the game should be more 'historically' accurate in it's setting and style, rather than 'influenced by it' as it is now. Nothing at all wrong with that, and I can see the appeal, but as it is there is a design freedom that comes with the 'fantasy' setting.
  3. I was 8 then, (born just 2 days after JFK's speech). I think I may have watched the landing live, but not the 'first step' (UK time). The whole 'space thing' and the Apollo programme in particular really grabbed my attention at that age. Which is, I guess, why KSP appeals so much.
  4. Interesting, I haven't actually tried it yet, but I just assumed it would work, Kerbals in command seats are on EVA after all. I have put command seats in strategic places on one of my ships for just this purpose. I think a slight re-design is in order. Maybe the 'logic' is that if strapped in a seat they aren't mobile enough to move stuff around.
  5. Could you launch a small probe with a jet pack stowed on it, use Alt F12 to 'rendezvous ' with him and he can grab the jetpack? You can then delete the probe. A bit 'cheaty'maybe, but not a lot different to quickloading after a bug glitch.
  6. Fair point, though as I play sandbox with XP off it doesn't affect me. If it did I would plant flags for the XP and deploy science anyway. Then possibly take the flags down. Having to watch a flag roll all the way down a mountain and come to a halt before I can switch to another vessel is a little frustrating.
  7. Flags falling over is one of those old bugs that keeps coming back. It's been happening in various releases for years. I stopped planting flags seriously ages ago for this reason. Now I use the science experiments to 'mark' where I've been.
  8. So am I, and so are mine (yes, really, on both counts). And 'the customer is always right' has never been true... you just don't always tell them that to their faces. I understand your main point, but in my experience here (not as much as @Superfluous J though) Squad very rarely get involved in suggestions discussions, they do read the forums though and will very occasionally chip in. Getting deeply involved in discussions can be very time consuming and unproductive, and they have been 'misunderstood' in the past by mentioning things they were 'considering' or 'planning/hoping to l
  9. It is just a guess, but I would imagine it will be similar to KSP1 for this. Hopefully mostly different things, in different places, and a few more too. With maybe a monolith equivalent too that has 'copies' dotted about.
  10. @Moach thanks for that, I guessed it was most likely not him. I know I saw it after he left, which is why I just didn't dismiss it at the time.
  11. @Moach thanks again for that. I remember it from before, but great to read it again. Off topic I know, but this reminded me... A longish while ago now I was watching a 'reality' show called 'Ice Lake Rebels' and a passing tourist called Felipe was rescued after crashing his snowmobile. I wondered at the time, and a few times since, if this could, by chance, be Harvester doing some 'travelling' after leaving KSP, as he seemed the right sort of age and looked vaguely familiar, and it struck me as just the kind of thing he might do. Was that him by any chance? Probably not, but - cu
  12. KSP1 is already a significant force in many of our lives...
  13. I don't think there is anything wrong with the idea that Monoliths could impart some kind of 'boost' to your knowledge. But what that boost should never be IMO is a massive jump, or be the only way to achieve or unlock certain tech. As @harrisjosh2711 said, we do learn, or relearn, from old or ancient things by analysing them. But just visiting the thing doesn't instantly grant us the knowledge. I may touch, a recipe book, but that doesn't just turn me into a chef, let alone impart any knowledge about anything else.
  14. Assuming you mean 1 hour 'real time', not 1 hour in game flight time... Alt F12 Other than that... A small, simple, main craft so as to minimise design time, reduce control issues and simplify launch etc. But mainly, Hohmann transfer, and lots of time warp.
  15. Interesting point. It's never been an issue for me, but yes I can see how being able to display UT would be handy. Or better still, integrate KAC functionality into stock.
  16. I use the 'sandbox R&D' method. Although I play sandbox anyway, I disable 'reverts' in my 'main' save. The R&D save gets used for designing, testing and 'mucking about' all 'cheats' are on the menu for that.
  17. I completely agree. The thing is, IMO, because so many other games have a 'check list' of tasks, levels, goals, achievements, or whatever the game calls them, and once they are done you 'win', game over, start again from sctratch. The KSP career mode/Tech Tree seems to me to give that same impression, that the object of the game is to gather science to complete the Tech Tree itself.
  18. The trouble with KSP1, I think, is that the decision to go to 'Beta' then 'Release' properly with v1.0 in such a short soace of time were purely marketing based, and not connected with the state of the game. I know they could have stayed in Alpha or Beta indefinitely, which would not have been good either, but a slightly longer Beta period to decide and pin down what v1.0 should be may have been more sensble. But Squad were not an experienced games company either. As for KSP2, I also expect the release version to be in a finished and polished state. No doubt there will be 'fixes' and
  19. Me too. KSP is a rarity in that it has no 'end game' or 'victory state', other than what each player decides their goals are. And even then the game isn't over, you just find another set of achievements to accomplish. Even the 'career' mode has no actual end. It's just that the tech tree makes it feel like the goal is to complete it.
  20. Well, for me the motivation is finding the darn things. It gives me a basic mission objective, and defines where my target landing area will be. I play sandbox, so science points are of no use anyway. But a message saying 'Hey, there's more things like this, here's where you can find another' could give some inspiration for another mission.
  21. For me, optional or not, any 'bonus' should not be too big. In KSP1 terms (as we don't know how KSP2 will do it yet), something like a few extra science points instantly, or increase science gained by a small percentage for the couple of game hours would be perfectly adequate. What they could do, 'bonus' or not, is give the location of another Monolith elsewhere in the current, or a different, solar system. This would give you another 'objective' without any 'free science'.
×
×
  • Create New...