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yorshee

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Everything posted by yorshee

  1. @fredinno I think you'll like this thing I drew!
  2. The only time RTGs have ever exploded for me is when I have a ton of them inside a service bay/cargo bay/fairing, so the heat they produce can't escape. If you have KER or any other mod that tells you the thermal information of your ship, and you have ignore max temperature enabled in the debug menu, does anything blatantly buggy show when they're overheating (i.e. temperature going to infinity)?
  3. I really want to! My computer is both really old and not even a gaming computer. I don't have the money though
  4. A YouTuber/Twitch streamer I'm a big fan of played it several years ago, and me, being obsessed with space, found HarvesteR's idea of making a game out of orbital mechanics and rocket science genius! Only last year (well, December 2014...) did I get around to actually playing it myself. Best £30 I ever spent!
  5. I only use Sandbox for testing crafts out, and Science mode is too grind-y for me. I pretty much only play my heavily-modded Career mode as I do think the stock Career mode has a lot of issues. I don't like the tech tree progression at all (you start with a manned capsule???) and a lot of the contacts are dull and uninspired - I don't like the 'test this part in x situation' at all because they're boring and don't challenge you at all and are generally impractical (why am I firing an SRB in a suborbital Munar trajectory?). The 'haul this part to x situation' contracts are a bit better because you just have to get the part there so you can use it in tandem with other contracts you have going on. I installed Contract Configurator specifically to disable the contracts that I don't like because I was getting so sick of seeing 'em clogging up Mission Control. Another issue I have with career is the lack of a stock alarm clock feature means you can't multitask very easily. With Kerbal Alarm Clock I can send a satellite to Eeloo and set an alarm reminding me when I need to do the next correction burn or when it enters Eeloo's SOI, and while I'm waiting for these things to happen I can do a lot of other contracts while I wait without having to worry about forgetting about the satellite. If I did the whole mission in one go via timewarping then I would be getting barely anything done in the same amount of in-game time that I could be doing if I could multitask more easily. The admin building is pretty useless to me too - at the beginning of the game you don't have enough funds/rep/science to take advantage of the strategies, and later in the game I have way too much funds/rep/science so I don't need the extra help anymore. I have no idea what could be done to remedy this, maybe remove it altogether? I dunno. Also I also don't think career is immersive enough - sure it's fun, but it doesn't really feel like I'm running a space program which is an issue considering the game is called 'Kerbal Space Program'. I made a post with some of my ideas for expanding career mode a while ago, I figured it's relevant to copy and paste here (with some modifications as my opinions have changed): There should be a more managerial-y feel to career mode, like you're actually the head of the space program. One way that could help achieve this would be the addition of an extra building, or an addition to the administration building. In this building, you can choose how you want the program to be run. You can choose between being public funded and private funded. With public funding, you will receive a certain amount of money every Kerbin year or so, the amount depends on your reputation. You can still do contracts but the rewards for them are lower than what they'd be like if the program was privately funded. Most of the contacts you get will be ones like 'Retrieve science data from _____' or 'Set up a space station in orbit of _____', and less part testing and visual surveys. If you screw up a mission and a Kerbal gets killed or anything else happens that damages your reputation, be prepared to take a big reputation hit! Much larger than the reputation hit from being private funded. This in turn will affect the amount of money you get every year. If you choose to be private funding, you get the full scope of contracts and much larger rewards for doing them, but you don't get the money every year that public funding gives you. Reputation hits from catastrophic failures are lower. Also with private funding, you can choose the sorts of contracts you want to do. If you want to focus on visual surveys, then you can do so, and the generated contracts at Mission Control will be 75% visual surveys. This way you can choose to do the types of missions you want without having to spam the decline button in order to find one you want to do. Another feature of this building is something like a suggestions box that members of the Kerbal public can put their opinions of the space program into. These tips will help you improve the space program, and they'd be more strict for public funded programs. For example, if you're been doing nothing but Kerbin system missions for 5 years, you'll get a lot of suggestions like 'What have these scientists and engineers been doing all this time? Isn't it time to go interplanetary now!?' or if you have lots of astronauts in the Astronaut Complex, but none of them have been on a mission in a while, you'll get a suggestion like 'What are these astronauts doing all day? Playing video games?'. If your space program is doing well, the suggestions box will praise that too, but its main purpose will be to point the player in the right direction for what to do next. (Also, this would also give Squad an opportunity to introduce a new KSC staff member who runs the building, who could be female.) Another idea I had is one I already posted here, but I want to expand upon it. I like the outpost-building contracts because I like building space stations and stuff, but it sucks because...well, nobody actually uses them. I put this space station it orbit around Jool? Cool! ...Now what? I will get the occasional boring contract to adjust its orbit but as far as I'm concerned, it's useless space junk once it fulfils its contract parameters. It would be neat if you had contracts that would have you ferry tourists to these space stations and bases, dock to them and spend some time there, and then get 'em home again. It would be even cooler if these contracts had a time limit too - if they don't get there in time, or get home in time, you fail the contract. Not only could tourists visit these outposts but scientists from the agencies could want to use the science facilities of your outposts, and could yield a little science rewards too. You'll only get these types if you actually have an outpost set up, like if you don't even have a space station around Eve you won't get a contract asking to ferry people to an Eve outpost. I have some mods that let me do these kinds of contracts but they really should be stock.
  6. I hope this means something similar to Extraplanetary Launchpads becomes stock! It's my favourite mod. Congrats to the both of you!
  7. I apologize if this has already been asked, but is there a way to make a base/station self-sustaining? I have a space station in LKO with 6 of the large greenhouses on it but it can't seem to generate enough food to feed three Kerbals.
  8. Thank you! I use Paint Tool SAI for drawing, and then Photoshop for the final finishing touches (colour tweaks, special effects).
  9. Christmas-themed KSP fanart.
  10. Not sure if this has been pointed out yet, but because the Kerbodyne tanks had a slightly updated texture for 1.0.5, Ven's likes to z-fight with it.
  11. Ah, it wasn't working because it was called AnimateEmissiveTempFix.cfg.txt I've fixed it now though!
  12. Still doesn't work...this is strange... Is there a specific folder I'm meant to put it in?
  13. https://www./?jqgsargqpz2burp Here ya go, hopefully it has all the info you need. EDIT: Mediafire is being finnicky right now, if it doesn't work, try this: http://www.filedropper.com/ksp
  14. I did this and the game still hangs when it comes to loading the engines. Is there something else I need to do? Thank you for the support though! It's super kind of you to help us get KW Rocketry to work the day the new KSP update is out.
  15. Happy (early) Halloween!
  16. I have no idea. I'm going to go to Dres and then wait for the two to be closest to each other to find out!
  17. For some reason, KAC is telling me I don't have enough dV to complete this maneuver, even though I do. Do I have to unlock something in career mode before it does the burn time thing properly or is it a bug?
  18. I just finished the contact to give a Kerbal a tour of the KSC so I can get the space casino contract, but I never got the space casino contract. D: Did I do something wrong?
  19. Huh, that's odd. I had installed the bugfix modules after a ship had the infinite overheat glitch and it fixed itself after I timewarped enough for the temperatures to get reset... But yeah, that would be a nice mod for cinematics and screenshots.
  20. Claw's Stock Bugfix Modules deals with the infinite overheating glitch - I haven't had it since I installed it.
  21. A lot of KER's features were going to be implented to 1.0, but then weren't for some reason. I hope the game gets it soon because it really should be stock...
  22. I'll be able to watch both of those Squadcasts so I could do the recaps if you'd like.
  23. Landing and splashing down are considered to be two separate situations.
  24. Are you in time warp when you access the building? Contracts won't show unless you're out of time warp.
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