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Everything posted by SchwinnTropius
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I really should not read the reviews before seeing this kind if stuff. Now I feel even more hype. I gotta relax a bit and go see this movie.
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Great work is usually fashionably late. Take your time, make it great. I know I'll be getting shivers when I see it.
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The Saga of Emiko Station - Complete
SchwinnTropius replied to Just Jim's topic in KSP1 Mission Reports
I held hope that this would happen. I'll try to wait patiently for a little longer now that it's happening. -
What are we gonna do with all those Kerbals?
SchwinnTropius replied to Pthigrivi's topic in Prelaunch KSP2 Discussion
So Kerbals should act like Minecraft Villagers? Not that it's a terrible idea, but I'd like to see a little more intelligence than that from Kerbals. Or, just take them outside and rip off their helmets. -
Can we please have info and gameplay, please
SchwinnTropius replied to SpaceFace545's topic in Prelaunch KSP2 Discussion
See? Patience can pay off. -
Can we please have info and gameplay, please
SchwinnTropius replied to SpaceFace545's topic in Prelaunch KSP2 Discussion
Here's to hoping for a nice birthday present for me in April. -
Can we please have info and gameplay, please
SchwinnTropius replied to SpaceFace545's topic in Prelaunch KSP2 Discussion
To be fair, gotta have something marketable before they can market it. If the code isn't there yet, then it takes away from the devs' time to set up something presentable out of the mush. Patience is difficult for many, myself included, but we really should make some kind of effort to be patient while we wait. -
Based on what I know about the game so far (I guarantee it's less than most), if they do anything with the fuels, I believe they may simply add a new exotic type of fuel for the interstellar engines. It keeps the simplicity of KSP1 but accounts for the new engine type. I do agree that a touch more realism in the fuels would be nice, but I don't see the need to complicate the game further and I feel slightly confident the devs may agree.
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Keep hitting mountains on re-entry (suborbital mission)
SchwinnTropius replied to JoeSchmuckatelli's topic in KSP1 Discussion
Im a paranoid pilot, and I've had too many bad lithobrakings after stuff happened on reentry. I'm hoping the OP may find this useful, at least until they diagnose why they reliably blow up at 1500m. -
Individual Planets' Soundtracks
SchwinnTropius replied to RoninFrog's topic in KSP1 Suggestions & Development Discussion
I second individual planetary soundtracks. For planets with moons, each soundtrack can vary a bit from a common melody depending on the moon being orbited. As an example, around Kerbin the music could be generally calm and tranquil, but around Mun the same melody could shift tones to something like calm anticipation or pondering with a little more bass than Kerbin's melody; Minmus can get a more fun, winter wonderland-like version of Kerbin's melody. Jool would basically get quite the soundtrack in itself with each moon getting its own variant of a melody suitable for the jolly green giant and its moons. I'm not musically inclined, I just know how things sound to me; I hope this makes sense. -
Keep hitting mountains on re-entry (suborbital mission)
SchwinnTropius replied to JoeSchmuckatelli's topic in KSP1 Discussion
There should be a slider to change the full deployment altitude, and the default is 1000m. Maybe increase this to 1500, like I do. Or try an additional chute? -
KSP Loading… A huge Celestial Body revamp
SchwinnTropius replied to St4rdust's topic in KSP1 The Daily Kerbal
Don't make me Bop you.- 193 replies
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KSP Loading… A huge Celestial Body revamp
SchwinnTropius replied to St4rdust's topic in KSP1 The Daily Kerbal
I like this April Fools texture. As mentioned,if it were to be used for real, it would look better in its green pallete. Don't talk about food, I haven't had lunch yet. -
Love this idea. If it is never planned for stock KSP2, I would hope that it eventually becomes a mod. Of course, I would have massive acrophobia once I see myself in orbit in VR.
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Bumper Stickers
SchwinnTropius replied to SlinkyMcman's topic in KSP1 Suggestions & Development Discussion
I need this for my car. Would be better than the squishy poop emoji I currently have back there. -
Personally, I'm expecting KSP2 to have the same requirements as KSP1, but most likely they'll be a little higher than that.
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New Video: KSP 2 Announce Animatic
SchwinnTropius replied to pschlik's topic in Prelaunch KSP2 Discussion
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How would one deploy a battery in the context of KSP? The only method I can currently see is the enabling/disabling of the battery like on fuel tanks. Can batteries be stored in inventory and installed later in Breaking Ground, like they could be with Kerbal Inventory/Attachment Systems mods? That may fix your issue in the short term if that's possible.
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Beauty is in the eye of the be(er)holder, but it really doesn't look too bad. To me, just looks like some villain's private transport.
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KSP Loading... Preview: Advanced Maneuver Mode
SchwinnTropius replied to SQUAD's topic in KSP1 The Daily Kerbal
Simply beautiful. This is starting to look like a real space game now. Keep up the awesome work. -
Scrolling PAW is interesting, certainly will help with command parts. Might want to do something with the altimeter button, possibly take some suggestions, and show a revised version as another KSP Loading. Skybox looks great, too bad I won't be able to appreciate it too much in orbit as my acrophobia kicks in when I'm in space. Overall, keep up the awesome work.
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As long as the precious cargo survived, mission was a success in my book. Edit: also, you have SAS on, and I assume that means reaction torque is holding you up.
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KSP Loading... Preview: New Altimeter Toggle!
SchwinnTropius replied to SQUAD's topic in KSP1 The Daily Kerbal
Very nice, I'm sure this will be legitimately loved by the community. Also, nice flying skill in the video. -
Munar Launch Site: great idea in theory, probably won't be so great in execution. I'm for more options, but also I'm for being able to disable said options. For Career Mode, as a bare-bones minimum requirement, it should require the completion of the Tech Tree; I'd say there should be one or two more Tech Nodes costing ridiculous amounts of Science Points to unlock the site. So far I like the idea of scanning the Mun as one requirement for unlocking, but the scanning side of the game has to be adressed before that's viable; no scanning in background, no persistence of maps generated by scanning. Same for surface bases in general; we need more parts for making bases, and more reasons to make surface bases on other celestial bodies.
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The Saga of Emiko Station - Complete
SchwinnTropius replied to Just Jim's topic in KSP1 Mission Reports
It may be big, but it may help to keep things organized in one place.