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Moh1336

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  1. I honestly think it is short sighted to think it's a good idea for the devs to work on modding tools and compatibility at this stage of development. Right now the game is in a very unfinished state hence it being an Early Access title, things are constantly being changed/updated/added/fixed. Releasing and supporting mod tools right now should not be a priority by any stretch of the imagination. When things settle down and become more stable and the end of EA is in sight, then setting time aside to looking the modding side would make perfect sense. Right now is simply not a logical thing to do. Let the devs focus their time where it is truly needed. I love KSP and the mods it offers and I can't wait to see what the future brings for mods in KSP2 and I appreciate those that are modding right now and developing 3rd party loaders, but now is simply not the time for the devs to be working in that area. I certainly hope the modders from KSP1 will return when the time is right, I can't begin to say how much enjoyment I got from mods over the years, it may take time but we'll get there again.
  2. I started a new career for 1.4, and this time I decided I wanted to be as efficient as possible in regards to delta v so I started to use delta v maps to help me plan out rockets rather than just winging it and over building. Made a nice rocket for the intent of getting a Mun orbit and a bit of basic science stuff. Everything went well, I had a lovely fuel efficient rocket... But I forgot one very important thing. Jeb at some point wanted to come back from Mun orbit. Yep, I completely forgot to factor in delta v for the return trip.
  3. It's not limited to linux either. I have the same issue on Win10. Only affects the icons on the top line.
  4. A few minor graphical issues for me. The tops of all the icons in VAB are missing. And there's this hideous legal waffle on load instead of the beautiful kerbal screens there used to be. I guess I should be happy that's the only things that bother me. (well that and the obvious outdated mod issues) I guess the question is, do I wait for my mods to be updated, or start over again and just add them back as they become available. Hmm. Choices choices.
  5. The decision to de-orbit my Big A(rear) Satellite. When I made it I was so proud of it, it might not be a looker but it was the first manned satellite I ever launched. However because of a weak system at the time, resupply missions became a real pain at 7FPS. I also knew it was going to be an FPS killer, but I intended to take off multiple parts like the side mounted RCS tanks, additional lighting and thrusters used for docking the bits of station together to help reduce part count. So the decision was made to abandon and de-orbit. The tug used to move it out of Polar orbit is still attached, it also contains the Quartermaster, Medic and Technician, the last three Kerbals running the station. With some carefully planned decoupling of the station, most of it burnt up. Only the command section survived re-entry and splashed down in the ocean where it promptly sent itself to oblivion. Admittedly there was no loss of life. But it was still a hard decision when you take into account all the planning and work that went into it.
  6. Beats paying him for overtime I guess. I've never lost a Kerbal in career, came close a few times. I mean there was that remotely flown tourist thing one time, but we don't talk about that.
  7. So I just ran a quick test, a basic rocket with 51 parts (I may have gone overboard with the solar panels, batteries, and comms). This was an unmanned flight. Apo 131k and Peri 80k Kerbal time reported a mission of 3m45s, Real time was 3m51s If you want to share a specific rocket with a specific Ap/Peri I'd be happy to run the test again.
  8. Didn't the ISS switch exclusively to linux back in 2013?
  9. Last mission of the day was to take up the 2nd half of the array. Managed to get a rendezvous with the station of 0.0 separation and 7.2m/s relative speed. Quite chuffed with that. I'm either coming in much faster or I have to force the rendezvous a little. Did involve two orbits to do it though. Messed up the initial orbit burn and went to 350k instead of 250k. Oopsie. If you look carefully you can just make out the command pod to the right hand side of the top/right most solar panel. Gratuitous horribly inefficient rocket shot.
  10. Today I have mostly been building a new space station for Minmus (contract). The main command module was taken up first via shuttle (vertical lift) the array was taken up the following day via rocket. There were slight issues with the array in that someone forgot to include command/control options, so when the command ship disconnected from the 6-way the array had no control and would have been stranded 30 metres away from the Command module, fortunately there was still some mono-propellent left in the Command Module to use that to connect to the array and 6-way. Small blessings. That wasn't the only unfortunate mishap though; the rocket used to launch the array was retro-fitted from an old cargo lifter. The parachute was removed from the command pod to allow the temporary docking port and someone forgot to fit radial chutes. Fortunately the three drogues offered enough drag to slow the pod down to 25m/s and the ablator took most of the impact force on splash down. Jeb and his cohorts survived, albeit a little bruised. Still to come the array for the opposite side, sleep/recreational module with a science lab, the lower part opposite the command module will be for docking only and then the life support units will go up with the first of the crew. Functionality wise, the open solar panels will not be used once the station is complete. The eagle eyed will notice there are three sets of panels on the array.The array will also be used for LFO tanks (6000units contract), Ore tanks (5000units contract), RCS (just because), and a large battery. The thrusters on the array are for emergencies, originally I was going to have thrusters on the living/work quarters but decided having them on the arrays would be better for rescue purposes, and all the life support modules will stay with the kerbals that way. The thrusters produce enough thrust to move the fully laden arrays away at 100m/s and that is the reason for the solar panels on the command module. Although the station won't have any batteries to store power, the kerbals can be moved to the command and sleep quarters and all other areas can be shut down to use minimal power while they await rescue. The only thing I haven't decided on is whether to try and combine the final module launch with a tug, or take the module up first and have a dedicated tug launch later on to move the station to Minmus.
  11. For me it depends entirely on the situation. In general if it means going into ALT+F12 and clicking on that wee section called "cheats" then it's cheating. But it also depends what I am doing, if I am just messing about for kicks then there is nothing I would consider cheating. If I am playing career (which I take seriously) then using the cheat menu if I run out of fuel etc is cheating. To some extent using the quick save/load system on a user error is also "cheating" because you are by passing the consequences of your actions. Using it because of the Kraken is fine. That said I sometimes cheat contracts as Completed because of bugs preventing them from otherwise completing. Currently I have an issue with ore related ones, the system doesn't recognise that I acquired the ore, but does recognise that my ship now has all the ore on it. So once all other contract requirements are fulfilled I will mark it completed manually. The bug is probably mod related, I do have a lot, I'm just too lazy to look into the exact cause. Do I cheat? Sometimes. Depends on my mood. As serious I am about career there are times where if I run out of fuel I will just reload and do it again or use infinite fuel. I'm fully capable of doing orbital rendezvous and I find it quite easy, so sometimes if I make a mistake that leaves a mission stranded I will just cheat my way home and consider it a rescue mission. Other times I will do it properly. Once you get to a certain level of career you can spend so long doing certain missions that you end up litterally playing for one mission so it's those instances where I will just say "forget it" and cheat to finish. Is cheating harmful? It's a single player game so no. It just by passes something that I might find a chore in that particular moment. Much like GTA, I like to cheap weapons or invincibility, because sometimes I find in just causing mayhem. But I won't use cheats in the story mode as I feel it cheapens the experience for me. I'm old enough to remember games were you had to put in lengthy codes as a form of level save/load. Heck I'm old enough to remember when you had to type out the game code yourself from a book, so all this "omg he cheated he did this and that in his single player game" is just so trite, pointless, and childish to me. I've always had the opinion that what you do with YOUR game in your room is your business. So long as it doesn't harm someone else's experience, in multiplayer, then who really cares? I mean in my youth "cheating" meant looking at the other half of the screen to see where your friend was.
  12. RCS. I like to keep things somewhat realistic. But it really depends on what I am doing and how much time I have. If I don't have much time, like maybe I only have time to do that one mission, I am more likely to speed things up by using the engines. But if I have plenty of time I will get within 200 meters and then RCS only.
  13. 78 currently and that is after I removed a few I don't feel are needed in 1.3x. Why? I believe it's already been said. KSP is good, but it misses a lot of features that I am really surprised weren't considered for stock. In some cases it's because I just want a bit more variety and options, I also like making planes so many packs are plane packs.
  14. That's generally not true. Most people prefer a game to have content as stock/DLC because they know it means it will work with all future updates without having to wait for modders to update. Read through the forums here in the "what mods would you like to see in official update" type threads. They're full of mods people want as stock and although I'm sure they would rather have them as free updates, you can bet most would pay for it as DLC too. Some people might not want to pay, that's normal. But it's not really about "it used to be free" it's more a case of "It's not worth paying for" and they are completely separate issues. At the end of the day, I hope nothing changes with KSP in regards to mods, if it does change then I will look into what I feel is the best course for me. IF that means following KSP where TTI take it, sobeit, if it means never updating past 1.3 and using mods, then that's fine too. I don't mind paying £2.50/£3 for good DLC content, for example if they decided to do their own life support DLC that would be worth buying imo (so long as it is at least on par with Roverdude's mods) but the small microtransactions like 50pence for a new skin, or unlock X science for career type stuff. Well, they can stick that where Kerbol don't shine.
  15. Well this is great news. All those people who hated the fact the price per kerbal increases with the more Kerbals you've hired can now rejoice when the recruitment agency offers you a $1 per kerbal micro-transaction options. That started as a joke, let's hope it continues to be one a year from now. If I am honest, it doesn't really bother me, there's nothing I can do about it and as long as it doesn't negatively affect KSP than that's all that really matters to me. But as was mentioned above, I too will start keeping a back up of game files with each update "just in case". Hope for the best prepare for the worst.
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