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pandaman

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Everything posted by pandaman

  1. Yes, not only would I find this very handy, it seems a very logical thing to be able to do anyway.
  2. Yes to this. Decouplers have direction arrows so why not add them to the probe cores?
  3. I would quite like this feature. An option to turn it off would be sensible, and a toggle for showing/hiding the UI on playback. Definitely not a priority for the devs, but probably a candidate for integrating an existing mod though
  4. That's a nice idea, as you hover the pointer over the text the relevant part gets highlighted.
  5. I have an actual clock right next to my computer for exactly that purpose. I just forget to look at it
  6. Unless I am mistaken there used to be a check box to 'switch off' the stock craft when starting a new game. Can we have it back please ? I prefer to not edit the game file if I don't have to.
  7. I hadn't thought of that . Visually I quite like the fact that the mk1 crew cabin doesn't have a hatch, but it is a pain because of it. Aahhh.... Maybe when you click to EVA all available hatches get highlighted, in the same way crew transfer works, and you select where you want to exit. EDIT. Andem's idea above, for choosing a 'master hatch' could be a good solution, it could be added to the existing hatch right click menu
  8. If you want to share craft with your friends you can do that with a USB drive or email... I am not at my computer at the moment to check exactly where things are, but if you look in the Kerbal Space Program folder on your computer you will find a folder called 'saves'. Inside that is a folder for each different 'game' you have on the go and inside each of those is another that contains your ships. Look in there to find the 'craft file' for particular ship you want and copy it onto a USB or attach it to an email and send it to your friends. OK I may have got the exact details wrong, but I should have given you enough to find what you need.
  9. Well yes some pods have more space than others, so in that regard your rationalization makes sense. Though (and I think we are on the same wavelength with this) as a single common 'rule' from a gameplay perspective I think it would make sense to allow crew to transfer through to the nearest available exit. I don't know of any mods myself, but I wouldn't be surprised if there is one, and I guess (but don't actually 'know') it wouldn't be too hard to program in for stock.
  10. Whilst this makes some sense, would it not be sensible to assume that they are capable of moving around to let their colleagues past without the need for the player to micro manage it?
  11. I think there is a place for a demo version. Reading reviews and watching videos is not the same as 'having a go'. Had I not got the demo first I quite likely would not have decided to commit my limited cash to the full version. But it is important that the demo is exactly that, it needs to showcase the main features, and illustrate how the game works, to give potential customers enough of an experience to decide if they may like it. With notes that indicate what extra stuff is in the full version. It's not like an FPS where you can get the first 'mission' as a demo and you know whether it's your type of game or not, this game is far deeper. A well crafted demo/basic tutorial could be a great asset.
  12. For the most part I agree, but sadly some people aren't. And, more importantly, it adds some actual value to when you 'like' something, with a limited budget you tend to be more careful where you spend your funds.
  13. Hi, and welcome to the forums, They are officially working on multiplayer now, but it is a very big job so there is no indication yet of when it will be ready. There are threads on this forum that allow players to showcase their creations etc. And, I believe, links to craft files etc can be shared and posted too. You will find that this forum is full of friendly helpful people, so if you have any questions or need help with anything don't be afraid to ask.
  14. The thing is they can look similar. When we see them as letters as part of a word our brain fills in the details, so it doesn't show. If you see them as small pixelated individual symbols in random places on the screen with other stuff going on around them they get camouflaged. Also, in this case, we are looking a the difference between a capital A and D, one is pretty much a pointy triangle while the other is not too far off a round circle, you don't need to be able to actually read them to see the difference. And I often still have to look twice to make sure I identify them properly. Those two symbols are in essence identical, it's just that one is shown upside down, the biggest difference is that the circles on one are at the top of the symbol and at the bottom on the other. I really like the idea of using 'proper' symbols where possible, but if doing so makes it harder to see what's going on on the screen then a different solution needs to be used. This kind of thing can make a huge difference to how playable any game is, well designed easily identifiable icons can make a game so much better to play, it's just that you don't really notice of it's done well enough.
  15. I was actually able to play again now I've replaced my broken PC. Big performance boost generally and a vastly reduced loading time. Ive not been doing much of note, I'm waiting for 1.1 before starting any new projects, so I've been mostly messing with planes for fun.
  16. I just got a new machine (with SSD) and now my load time is down to just over 30 seconds, from about 10 minutes on my old rig. The only mods I use are KAC and KER. My drive space was fine but the PC was about 7 years old and getting a bit slow generally so it's probably not fair to give the SSD all the credit.
  17. Yeah. The first orbit, Mun landing and docking in particular are incredible milestones that gave me a huge buzz. When a newcomer posts about achieving the same things I feel their pride too, and remember when I was in their shoes.
  18. Rendezvous and docking are never 'easy', but they do get easier with practice. It takes patience setting up your rendezvous, don't be afraid to use multiple orbits to get your closest approach closer each orbit, trying to get it spot on in the first orbit often makes it a lot harder and rusks screwing it up completely. I never used mechjeb, but try it if you think it will help, Scott Manley's video helped me a lot.
  19. I guess you are suggesting 'pop up' windows that give the ship info text and list the action groups for that vessel. Yes, I think that would be a very useful feature.
  20. I tend to agree with this ^ Nothing wrong with using the symbols and it's a nice idea, but they need to be easily distinguishable in game and those look very similar, and probably more so on screen with other stuff going on around them.
  21. I'm all for improvements like this to the tracking station. With a lot of stuff in there the current system just doesn't give us the flexibility we need.
  22. Yes, I like that idea. A warning message on loading too would draw your attention to the fact that it needs fixing.
  23. Essentially what this boils down to is that all contracts need to be worded clearly and accurately to avoid any ambiguity (just like RL). That naturally includes specifying exactly which part(s) are required and what to do with them.
  24. I always assume that there will be some changes to how things work, any part performance balancing is bound to affect something. I would guess that if you finish or land any critical or complex ships before you update then any impact will be minimal. Keep your current version, and copy your save into the new one, then if it is broken you can still finish it anyway.
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