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HlynkaCG

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    The point of impact
  • Interests
    Engineering, History, Film, Things that go 'Boom'

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  1. I just downloaded the latest version off Spacedock and got the "Trojan:Win32/Critet.BS" warning as well. Is there any chance one of your dependencies has been infected?
  2. Can anyone point me to a current description of how Kerbonaut names are generated? Or better yet, a working script/app that will generate Kerbal names? I've tried searching both the forums and google but all of the results seem to be from 2013 and earlier, before female Kerbals were added.
  3. My names for ship and mission designs are generally a mix of functional description, and references to a real world equivalents. For instance, the craft file for my standard early-career LKO rocket with Mk1 command pod is named Moho Space Capsule after the Mercury program, and my Sailor series of orbital probes is a reference to the Mariner Program. Spacecraft launched for a specific contract in career mode get the contractor's name plus an alphanumeric designation such as Rockomax Alpha or STRUCTO 1, and subassemblies get cheeky acronyms like B.D.S.M. for "Big Damn Service Module"
  4. For complete spacecraft I pick a theme for a given class and then try to work within it. For instance the craft files for all of my landers are named after bugs (Spider, Grasshopper, Midge, etc...) and my space planes are named after sea-birds (gull, gannet, penguin). and sub-assemblies have silly acronyms like KSSM (Konveniently Small Service Module) or POO (Polar Orbit Observatory) For career games I name my missions after the target body (IE "Munar Explorer" or "Duna Express") and contract missions after the sponsoring organization with corresponding numerator (IE, STRUTCO 1, 2, 3...)
  5. While more plane parts would be nice (2.5 meter C-130 esque cockpit? Yes please.) I think the single thing that would add the most to the game is stock hinges. It doesn't have to be anything fancy. Something as simple as being able to surface-mount parts to cargo bay doors and then have them move with the door would allow me to design aircraft with variable geometry wings or build a simple mechanical arm.
  6. @GoSlash27, damn... I know I said I'm looking for a challenge but that's taking it to a whole other level. @Enceos & @Veeltch, between the two of you I think I've gotten a pretty good idea of how I'm going to move forward. Thanks all.
  7. @Enceos, I'm actually talking about the grind, at least partially. After all, if I set my Science or Funds reward rate to 0% I won't be able to unlock anything. On the other hand I've seen people say that the default (100%) is far too generous and can result in a player having everything fully unlocked/upgraded before you even leave Kerbin's SOI. That said I will certainly take a look at those mods you listed. @GoSlash, that is essentially what I was planning to do. I just don't have enough of a feel for what the reward rates and modifiers actually do to determine their effect on balance.
  8. Hi Y'all, I messed around with KSP years ago (when it was still a freeware project that HarvesteR and Nova would post updates to in the basement of the Orbiter Forums) but set it aside due to a lack of time, computing power/bandwidth, and (after KSP became payware) money. Half a decade later I am no longer a starving student, nor am I subject to the vagaries of 3rd developing world internet so I picked up KSP during the latest Steam sale and have been having a blast (literally!). I've spent almost all of my time thus far playing in the sandbox, or doing one-off missions and now I'm looking at dipping my toes into career mode a change of pace which brings us to my question... What settings would you recommend for someone who's already has a solid grasp of orbital mechanics and vessel construction and is looking for game that will be both challenging and rewarding? I don't want to have the entire tech-tree unlocked by the time I finish my first Duna mission, but at the same time I want to be able to have a Duna mission without having to grind out 500+ contracts to build up the required funds/science. Note: As far as Mods are concerned assume stock 1.2x with the exception of Kerbal Alarm-Clock, KER, and Precise Node. Using MechJeb and a lot of the part packs just feels like cheating.
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