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Wheffle

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Everything posted by Wheffle

  1. These entries are way better than my pumpkin, but I'll put it up here anyhow
  2. Adding content when the underlying systems aren't complete makes things more complicated down the road. Once the game is feature complete I'm sure the content will come pouring out.
  3. I used to be a stock purist. That's perfectly fine, especially when you're new to the game. Eventually, though, I figured the game is in alpha and is not feature complete. Because of that, mods are very powerful tools for filling in the holes and expanding gameplay. On top of that, KSP is built to support mods. Some huge, extremely game-changing mods are impressively stable, all things considered. Personally, I can't play without FAR/NEAR and Deadly Reentry. Like others have said, the game is just too easy. Besides that I try to keep my mod list small. I usually throw in a life-support mod (usually TAC), something that gives me fairings for FAR/NEAR (I either use procedural fairings or just pull out the fairing parts from KW Rocketry), maybe a resource mod (usually Kethane), plus RemoteTech and Kerbal Attachment System when they are latest-version stable. I guess that's not a tiny list, but it's pretty small compared to some players
  4. First thing I do when I get a new version of KSP on steam is rip the folder out of steamapps and put it somewhere else so I don't have to run steam to run the game. There is no DRM on the steam version of KSP. Just thought I'd help clarify this.
  5. First off, this mod is awesome. Thanks for all the hard work that's been put into this. I've been using it for a few KSP versions now, but in the last few I've noticed flickering re-entry effects. I managed to dredge up some posts on this thread from someone with the same problem. http://forum.kerbalspaceprogram.com/threads/54954-0-24-Deadly-Reentry-Continued-v4-8-7-17-14/page123 I'm assuming there is still no fix for this? I didn't have time to scan the whole thread, so I apologize if this has already been solved (and I apologize if I'm just bringing up a known issue that hasn't been solved too).
  6. This mod looks super awesome, but it seems very complex. I really love the idea of building partially or fully sustainable bases (or stations) with greenhouses, but one of the main things that turned me off of BioMass+ was the, in my opinion, over-complexity. Is there a truncated version of this mod that doesn't mess with all the manufacturing and maintenance stuff, or are there any other mods anyone can suggest? I'm going to try this one regardless, maybe it's not as complex as it seems. At any rate, I appreciate the huge effort that has been put into this mod and others like it. It's awesome.
  7. Yeah, I noticed there were no kethane tanks before I deployed the drills and was hoping fervently that you could convert kethane straight from the drill. Apparently not. I thought about waiting to see if I could get sunlight later, too... but, alas, the craft was in a near-perfect equatorial orbit with the solar panels extending exactly towards and away from the sun and facing exactly north and south. I could have waited until Kerbin orbited the sun a bit to change my craft's orientation with respect to the sun, but then I wasn't sure if the panels would track without probe power (I think they might, but I dunno), and without tracking they would never face the sun. Most of all I was simply pissed off at that point.
  8. I cheated for the first time today. I launched a self-refueling kethane probe to explore Mun today. It crashed due to pilot error. I re-launched it. The Kraken ate it while in orbit around Mun (off-center COM bug, SAS + RCS made it spin out and die). I re-launched it. I successfully landed on Mun, deployed kethane drills to top off the tank. I activate the converter. No fuel is appearing in my tanks. I forgot to include kethane tanks to, you know, hold the actual kethane. I re-launched it. I deploy solar panels, get into LKO, and prepare the fourth transfer burn to Mun. I realize I haven't taken a gravity scan in LKO yet, so I begin some gravity scan transmissions. The electric charge goes out, and my probe stops working. But I have my panels deployed, right? What's going on? All of my panels, including the non-deploy-able simple ones, are somehow exactly perpendicular to the sun. At this point, I alt-tab and look up how to bring up the debug menu, try infinite fuel, but it doesn't work on electric charge. So I venture into the persistence file and edit the electric charge. I was a virgin, and now I am filthy. I never even knew how to bring up the debug menu, and now I do. Will I be able to stave off future temptation?
  9. Quick question: I am using the old spaceport version, and the station hub modules are doing the expanding thing in the VAB. I had fixed this before on another computer, but for the life of me I can't remember what I did and I can't find the thread again. Can anyone help?
  10. First off, awesome mod. I'm in love. Secondly, I found that FAR adds extra part information in the right-click pop-in menus during flight, looks like it's center of mass, center of lift, etc. measurements in real-time. This is what I'm talking about: Is there any way to turn this off? It really clutters my screen and sometimes makes it hard to get a crew report or review science data. Thanks
  11. I noticed my launches being smooth as butter as well. I don't know why or how... I'm just SO HAPPY!
  12. A review for DC's Injustice bugs you because the Flash and Superman would totally fly off at escape velocity if they actually tried to race laps around the Earth.
  13. Super happy I found this thread. I've been having issues with stalling at about the same altitude as the OP (~15,000m), but now I've got some ideas on how to fix it.
  14. Hey, thanks for the tips! I've had a little more success lately.
  15. I looked through the forums a bit and couldn't find any discussions about this. But the FAR thread is huge, so I may have missed something. Has anyone else experienced super wobbly-ness when flying small planes in FAR and using SAS and/or the FAR flight assistance? I've also had problems with planes slowly nose-diving and not holding level, even with SAS and assistance. Between the crazy wobbles and the diving, I'm having a hard time controlling these things or building a successful space plane. Most likely I'm just bad at design and don't understand some core principles. Can anyone share a few tips or link a guide for building planes with FAR?
  16. I can't even play anymore without these core mods: - FAR - Deadly Reentry - RemoteTech These just change the game so much and make it more interesting to me. To go along with FAR, you'll need some mod that provides fairings I also use: - TAC Life Support - Kethane - Kerbal Attachment System - A few odd parts snagged from B9, KW Rocketry and other random mods I'm not a huge fan of gigantic part packs that don't jive well with stock parts.
  17. Been using KAS for a while, but I just tried out all the new-ish features (pipes, struts, ground pylons) in-earnest last night. I just needed to give major kudos to this mod. It's incredibly awesome.
  18. Just thought I'd give my 2 cents... I really, REALLY enjoy KSP specifically for the almost-realistic ship building, rocket flying and mission planning. I love the 1970's space program semi-cartoon art style. I love the little green Kerbals, and my wife thinks they are cute. Getting a rocket into orbit and thinking about all the hurdles that early real-life space programs had to overcome and thinking about the incredible majesty those first few astronauts must have experienced in space, that's why I love KSP. The accomplishment of my first flight that just skimmed out of the atmosphere for a few minutes, hearing the music change and seeing Kerbin below you... it deeply affected me way more that it should have. Space Engine is really awesome, but it doesn't do what KSP does (and vice-versa, to be fair). They are both great pieces of software that I hope keep growing and improving indefinitely, but they have different purposes and I hope they stay focused on those purposes. On a side note, I'm not sure that KSP would benefit too much from procedural generation (which is NOT random generation... for all those worried about everyone having different solar systems). Proc gen works great for creating functionally infinite universes to discover, but seeing as how KSP tries to use realistic technology, I doubt the vanilla game will leave the solar system any time soon, and there are relatively so few planets in a solar system that it's probably a better plan to hand-create each one.
  19. Uh, I thought tweakables was just to let you start rocket with landing gear down, and facilitate switching between modes with the RAPIER. Correct me if the developers stated otherwise... My opinion is that tweakables shouldn't go so far as to basically streamline the whole part system. I enjoy the part diversity and their limitations. If each tank's volume could be 100% customized to hold whatever combination of fuel the player wanted, all tank diversity besides shape would be rendered obsolete. Might as well go back to gray unity blocks.
  20. I'm personally not understanding why people are so afraid of things like realistic aerodynamics, life support and randomly generated solar systems. I don't know if any of those will be in the final product (except aerodynamics, hopefully), but there's nothing to be afraid of with any of them. They all seem like experience-enhancing additions to me. Anyway, I'm really looking forward to an economy. Science limits the kinds of parts you can use, and money will limit how many you can use. I love the challenge! I'm also really looking forward to resources, and I hope they get started on that soon, but I have my doubts that 0.24 will include that.
  21. I'm planning on modding some of the simple measurement-parts (like the thermometer) to have very high-yield transmission science gain, like they should (because they are just simple measurements). I feel that it would make probe missions more valuable and realistic. EDIT: Just to throw my 2 cents at the life support argument, I play with TAC LS and it really adds a lot to the game for me. Because of the size of the solar system compared to ours, storing food, oxygen or water for missions is trivial compared to real life. I wouldn't be surprised if Squad eventually introduced a simple LF mechanic.
  22. So far it works fine for me in .23, although there is a graphical bug in the VAB/SPH when you mouse-over any of the life support parts (the ones with all three resources). It doesn't break any actual gameplay, though, as far as I know.
  23. I've noticed that too. Capsules have mono-propellant, but it's just normal mono-propellant. The new "EVApropellant" still seems to be infinite.
  24. In some situations I think they'll be more efficient or just as efficient as traditional aerospike + turbojet combos, but they seem to eat about the same amount of fuel for me as the traditional setup. I think there's some value in the simplicity, though. You don't have to worry about fuel lines and two different sets of engines.
  25. I'm at work and haven't been able to try out the RAPIERs, but I watched some videos. It seems as though (from the videos) that the RAPIERs don't have the same non-instant thrust build-up issues that the jet engines have. Is this true? This would make my air-breathing VTOL hovercraft a LOT easier to control...
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