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breakthesystem

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Posts posted by breakthesystem

  1. Haha yes fair point! I guess if someone wants to play like that, they can, but they'd rob themselves of  a bit of fun. 

    Here's the list of starting parts I have: 

    • Pod
      • Mk1 "Tin Can"
    • Methalox Tanks:
      • FL-T100
      • FL-T200
      • FL-T400
      • FL-T800
    • Methalox Engines
      • LV-909 "Terrier"
      • LV-T45 "Swivel"
    • Solid Fuel Booster
      • RT-10 "Hammer"
    • Stack Decoupler
      • TD-12
    • Radial Decoupler
      • TT-38K
    • Nose Cone
      • Mk5H Nose Cone
    • Parachute
      • Mk16
  2. Okay so after playing for a bit I think I want to propose a more difficult version of Rule #2:

    Rule #2-B:  Every time you reach a new accomplishment, you may pick three (3) new parts to add to your favourites, and you can use those from now on.  You can only pick the leftmost non-favourite part in each section, e.g. if you want to pick a Stack Decoupler, you have to pick the TD-6, then the TD-12, and so on.

  3. Alright everyone, we're just two month out from For Science! and in the meantime, let's have some fun!

    As of version 0.1.5.0, we don't have any form of progression int Kerbal Space Program 2, but it has become quite playable with the most recent update (do not discuss the playability of the game in this thread please). So let's build our own Progression Mode!

    We'll use the Favorite system to implement our progression mode. Reminder: you can add and remove rocket parts from the Favorites menu using middle mouse click in the VAB. I recommend starting a new campaign for this mode.

    Rule #1: You may only use the parts in your Favorites menu.

    You start out with the part that are marked as Favorite in the beginning of your campaign and add parts by reaching accomplishments:

    Rule #2: Every time you reach a new accomplishment, you may pick three (3) new parts to add to your favourites, and you can use those from now on. 

    What are Accomplishments? So far I've been playing this with these accomplishments, but I'd love to hear other ideas as well:

    Rule #3: Accomplishments are these:

    • A) Orbit a celestial body for the first time
    • B) Land an uncrewed probe on a celestial body for the first time .
    • C) Land a Kerbal on a celestial body for the first time (and plant a flag).
    • D) Return all Kerbals from a first-time visit to a celestial body.

    For Kerbin, my recommendation is to only give yourself parts for orbiting. Allow yourself all accomplishments to make things a bit easier if you're not as good in the game yet.

    Since Mun, Minmus and even Duna are comparatively easy to reach, you'll progress quickly here. But after that, it gets harder as the planets and moons you can reach are farther out, resulting in a pretty good difficulty curve. A Jool-5 mission will give you a LOT of parts, but then again, that's a pretty challenging mission.

    What do you think? What rules would you change? I'm trying this out right now and it's a lot more fun with a progression, even if its just home made.

  4. You're building a plane that's supposed to fly on Duna, but until you arrive, there is no real way to test your assumptions. Or maybe you're building a craft to land on Moho – how do you know if your craft can land properly?

    In KSP1, I would usually build the plane, cheat it to Duna, and then try the landing, then revert and iterate. In my mind, it was kind of like NASA would try out the Mars helicopter in an almost-vacuum chamber to check their assumptions. 

    KSP2 has this awesome training simulator mode! I'd love to use it for exactly this: try out this craft, starting from that situation. None of the results count, but it'll help develop stuff. What do you think?

  5. 7 minutes ago, Bartybum said:

    Are floating bases in gas giants even possible in real life? Would the pressures and temperatures not be too high for current material capabilities?

    I assume the pressure slowly builds up as you go deeper, so pressure-wise, there should be a certain height that has the exact same pressure as Kerbin at sea level for example. Similar things have been proposed on Venus, where you also get high atmospheric pressure further down on the ground. (Floating Colonies on Venus)

  6. Mods are awesome, but by its nature, content added in DLC is so much more well integrated into the game, because the people working on it have access to the actual code and b) they are being paid and can pour in more resources.

    So, seeing as I'm someone with the disposable income available, I'd totally buy a "new parts pack" every few months, or an expansion each year. As a software developer, I know creating software is a lot of work, and I'd like this game to live and prosper for a long time. 

  7. The thing I want the most is a game loop with more things to do. After thousands of hours I'm a bit bored with KSP 1, and I seem to be the kind of person who can't just set themselves a goal and achieve it -- I need the game to give me REASON to, idk, to build a certain type of space station, or land on a hard to reach planet. 

    That's not to say KSP 1 is bad, far from it! I love that game to bits, it just feels like I've kinda played it to the end.

  8. On 4/1/2019 at 7:28 PM, batuchoux said:

    I can't find my Steam folder when i use Launch Pad. How can i find it ?

     

    I found this youtube video about how to open your steam library in Finder. Once you have that, you can drag the folder from finder into the "Open Folder" dialog from Launch Pad. 

    Wow this is a bit complicated, but macOS security principles make it hard to make this more user friendly (your Mac doesn't want any app to have access to the whole file system, so you have to pick a folder where it may play first) 

    On 4/2/2019 at 12:28 AM, DeltaDizzy said:

    Woah! As a windows user, this almost makes me wish I had a Mac. Just the fact it gives you a picture is almost too much to handle by itself. It just makes normal CKAN look so outdated.

    Thanks a lot! <3

  9. One thing I'd love to see is the ability to build new ships outside of Kerbin. It should need various huge parts and vast amounts of ore, and it should probably be limited to certain parts counts, but it would be so cool to not have to return to Kerbin for each new ship.

    I know this has been done in a mod (KIS I think) already, but the main developers could actually include it properly, with way better integration and less fiddlyness. 

  10. Here's Duna Station, made from mid-tier parts. It's stock, but with the parts from the new expansion set :)
    To build it, I had 4 launches with slightly different transfer orbits to they would arrive at Duna about 4 days apart. It was a lot of fun! Now let's see how I can explore ALL the science in the Duna system <3 
    Album HBhOkKh will appear when post is submitted
  11. launchpad.gif

    Launch Pad is a CKAN Client written for macOS. It allows you to download and install mods for Kerbal Space Program, including dependencies. If you play KSP on a Mac, and find it hard to use the official CKAN application using monodevelop, give Launch Pad a try! 

    The app is still being developed, so while you can install most mods with it, you can't upgrade them right now.

    The app uses the original CKAN Metadata Repository, so all mods that are available on CKAN are also available in here. 

    I'd LOVE for some adventurous Mac users to try it out and leave feedback though. 

    Before trying out Launch Pad, I'd recommend creating a backup of your KSP directory, simply because it's still alpha software. If you have any question regarding how to install and use the app, please feel free to ask :)

    screenshot.png

  12. On 1/18/2018 at 2:32 PM, linuxgurugamer said:

    If you just added the CTT after you started the game, you might be out of luck.  I'm not sure, but I think there is an issue when you do that.

    Also, I need to see your log file.

    OK Hydroponics only includes the Garden in a Can Greenhouse and the Greenhouse: Expand-O-Matic. Seems like I'll have to start a new game. 

    Thanks for the help!

  13. Hiya, first of all, thanks for this really cool mod! I've discovered it while looking for a replacement for Kerbalism, which seems to hit a snag in its development (I hope the author is ok).

    I realise that I have to run a specific scientific experiment in order to get the greenhouse to work, but it seems like I cannot find it! I'm using Community Tech Tree and various parts mods (especially the Near Future group of mods). From conversations in this thread I figure it should be a part called BSS, but i can't find it in the VAB or the techtree.

    Can you help me out by telling me which tech tree node should include the part? Thanks in advance. :)

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