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FleetAdmiralJ

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Everything posted by FleetAdmiralJ

  1. Tell that to someone who has burned tomato soup before (me) lol
  2. This is what I don't get. "How dare squad give us an option to tell us dV in game!" *goes back to using Kerbal Engineer* It's kind of like people - I think i've seen it at least twice up to this point - bashing the aero system when we are literally getting a new system in the next update. At that point it isn't telling squad to fix it, it's bashing them over it for the sake of bashing them over it.
  3. Of course, the total combined things in the history of the entire history of the universe that Squad has done that you think is a good idea is zero, so, you know, I apologize if I don't see criticisms as anything other than "nothing squad ever does is ever good" which is essentially what you say in every comment ever. (and makes me wonder what you're even doing here)
  4. I've seen this one used before on twitch, and someone suggested it to me other day to try. I may think about giving it a try at some point. It would be useful, especially for tiny probes that I tend to send out early in planetary exploration missions - - - Updated - - - Hmm, if you mean fairly recently you mean "never" you might be correct. Unless you mean somewhere outside of Modding Monday, because I sure couldn't find where it was featured on MM before...
  5. No, I don't think it's been nerfed. But my rule of thumb has always been 8000 dv Minimum - 4.5 - 5k to get down (I know it says 3k but c'mon, who are we kidding) and 3 - 3.5k to get back up into a decent orbit.
  6. Aww by Rowsdower! you will be missed! That's an interesting question...
  7. Well there is the experiment they're talking about right? And given that they're still working on things, yes, I expect to hear about more additions before we're done. They usually hold some stuff until the very end or even release.
  8. All the checkmarks being checked simply means that all the conditions to properly run the test have been met. In part test contracts, you still need to actually test the parts. All parts that can be staged (engines, decouplers, parachutes) can be tested by staging the parts when all check marks are green. SOME engines (usually later tech ones) will have a "run test" button you can check if you right-click the part. Assuming you are in the early stages of the game, you will probably have to stage the part in question. Note: Just having the engine in question running when all the checkmarks are checks is not enough to complete the contract. So if you're testing a T-45 engine, just slapping one on the rocket and launching it and having it running when all the checkmarks are checked will not work. You will need to have the engine in it's own stage that you can stage to when all the check marks are checked. When a contract has been completed, the entire contract in the contract window will turn green, the notifications icon will animate and if you hover over it you will see a green checkmark which, if you click on it, will give you a notification that the contract was completed and what you received for completing it.
  9. WHAT WHAT WHAAAAAAT In any case, I still feel like we're quite a ways out from getting this update since you're still working on it, then it needs the full QA treatment, THEN experimentals, and then it being 1.0 I'm sure you want to go through with an extra-fine toothed comb. So I'm happy it's coming along but kinda sad that it'll probably be in the tune of months and not weeks that we'll see this - - - Updated - - - It's also what the QA and Experimental teams are there for. They are literally there to act as Alpha/Beta testers for each release. Now, it's still up to the developers to decide what new/outstanding bugs are worth fixing on each release, but feedback from each team should also educate them on how game breaking the bugs are. For example, one of the bugs I always run into is the fact that I can't place nodes after I complete a burn sometimes. It's a bug I run into often. But it's a bug that is very easy to get around (going to the space center and coming back, EVAing a Kerbal, or quicksaving and quickloading all fix the problem). So while it's annoying, there are other bugs that might be more severe that should be/are higher on their priority list to fix. I would love a fix to that bug eventually, but I understand them putting off fixing bugs that might be annoying but not particularly game impacting such as that one. Having said that, I rather expect (and hope) that they will do a more thorough round of bug squashing this time. And indeed, their post about going to Beta as well as things they've said afterward suggest that they are.
  10. Kerbal, indeed, does do release candidates on every release as part of experimentals as far as I'm aware. It's just it's a release candidate to a more limited audience than the full release.
  11. There will ALWAYS be things being found. There has never been a game released where things weren't found. Expecting zero bugs is a ridiculous bar in any game - heck - any piece of software release. I think the big questions are: 1) Do the new features work well within the game 2) Have things been properly rebalanced 3) Are there any major bugs that would significantly impact gameplay If the answer to all 3 of those are "yes," then my answer to the poll in the thread is "yes, it is ready."
  12. So basically your argument is they should hold 1.0 for another release "just in case" not because it would actually be necessary, correct?
  13. It seems the main complaints I see are: 1) "My most wanted feature isn't implemented yet" (Meh, too bad. It may be eventually but wasn't part of the original plan) 2) "It's not Unity 5 yet" (so you want them to delay release solely to wait on another company to release a new version of the engine that may or may not work as well as we hope it will?) 3) "Changes haven't been tested yet" - this one may be the most legitimate. But then again, Squad has QA and Experimental testers for a reason. I've never got the impression that they've intentionally used general players as debuggers, although I'm sure players have helped them with that. My view is this: Unless there are some glaring new bugs, I don't see why it wouldn't be ready. I think it's probably been ready for a while. KSP, despite being "alpha" and Beta have had a lot fewer bugs than a lot of gold games that I've played. And I think people seem to be holding up KSP to a near impossible standard of "IF I FIND A SINGLE BUG I WILL DECLARE IT NOT READY FOR 1.0" which is, of course, silly. - - - Updated - - - How is it being squandered, exactly?
  14. This is, in theory anyway, why they have QA and Experimentals. I don't believe it is ever their intention, necessarily, to have general users be bug testers, although some end up acting as such.
  15. That's not the basis squad is using for whether the game is ready, though. I'm sure they would like to make the game work well with mods, but if the game works and is (relatively) bug free in stock, that will be their goal. If mods add additional bugs, that's the problem of the mods, not the game, no?
  16. In what way do you mean? - - - Updated - - - My problem with this view is that we literally don't know exactly how things work in 1.0 or how buggy it will be, so we literally can't give any sort of fully educated opinion on the question. We can tell you what we THINK the answer MIGHT be. We can't tell you what we think the answer actually is though.
  17. I guess we'll find out if it's ready for 1.0 when the new update is released, won't we?
  18. When do they complain about speculation? I've seen some people complain about demanding/wanting things which squad has more or less already said they won't do. but just generally speculation? I typically don't see complaints about that.
  19. Yes, but you typically stage engines, not tanks, right? So you could have a decoupler on the tanks to have them in a different "stage" so does the plane use fuel from the farthest stage to the nearest stage if there are multiple stages then?
  20. Interesting explanation, and I generally don't have a problem with the change, but I do have some thoughts: 1) Drop Tanks - generally my idea for these is fuel would be used up in them FIRST and then dropped off (hence the name). But if fuel is removed evenly, wouldn't that defeat the purpose of even having them? Unless there is something I'm missing? 2) LF being drained evenly on jet engines, but then the fuel NOT being drained evenly on rocket engine assists into orbit seems like it could be a problematic issue. Or is that just something someone is going to have to keep in mind when designing planes?
  21. Ah, that would help explain things if that is the case. I was going to try an experiment to try landing Kerbals and have some plant flags and some not to see if it makes a difference. If it does, that might help explain why.
  22. Hmm, so planting a flag on Minmus actually grants more than just landing? (the wiki suggested it didn't matter, which is why I didn't bother). I guess I can try that and see if it makes a difference.
  23. I couldn't really find an old thread talking about XP Level up levels and all the information I could find was on the wiki so I have a question: What does it take to get kerbals to level up? Getting to level 1 is easy: Fly and get into orbit to get 2 XP, which gets any Kerbal up to level 1. However, the (unofficial) wiki says that to get to Level 2, you need 8 XP. It also says that landing on Minmus will give you 6 XP. So I had a great idea: Start sending level 1 Kerbals with 2 XP each to minmus, land them there, bring them back, and they'll all be Level 2 kerbals right? Well, apparently not so. The astronaut complex says they have 2 XP from Kerbin and 6 from Minmus, and the XP bar is FULL but...no level up. Is there something else that needs to happen? Do I need 9 XP instead of 8, and thus at least a swing through Mun's SOI?
  24. I actually think HarvesteR confirmed this in the middle of the comments for this long blog post about the new aero system. It's just a lot of people missed it As far as space plane people not liking the fuel flow change b/c it makes making planes easier (and thus makes their specialty not quite as hard to master) one does have to remember - they are catering this game primarily to people who probably crash 75% of their planes, not to people who could get a washing machine to fly.
  25. And don't forget that a big part of getting to Eeloo is avoiding Jool, which often likes getting in the way.
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