LethalDose

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About LethalDose

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  1. You probably wouldn't be if you actually read what I wrote instead of the rest of community's reaction to it, but I guess I forgot which community I was dealing with.
  2. If some people out there can understand my frustration, that's all I care about really trying to accomplish. I just hope some of them are actually in Squad and can help them pull their heads out of their freaking exhaust nozzles. Beyond that, I can only say I envy your optimism.
  3. To any one who can't seem comprehend "the point" here it is from two other sources that aren't me: As for: Do I need to explain how disrespectful it was before and now, AGAIN!? And yes, that is the issue, they should have stated they reversed, or at least modified, their previous position. The only reason I could possibly have to criticize the developers behavior is to start a fight? Yeah, thanks. And yes, I blew him off because he forced opinions and statements on me which I never stated, held, or even implied. Directly, because he said this: I have to deal with this: In addition to that line, their front page states: and I can't count how many times they've been "OMG we love our community"So thank you for helping point out that they're hypocrites. - - - Updated - - - I'm not chastising the change, I'm expressing frustration with the way it was done. In general Squad, but even more so with Max and Felipe, have done and absolutely abysmal job with communicating with the community they claim they appreciate so much. Here, let me quote myself about what I expected or what I would find acceptable, 'cause it really ain't that much: That's it! That's all I would have wanted to hear from them. It's small, but it's important. And they couldn't even be bothered.
  4. I don't know if it's what he was talking about in the post, but a way to generate/consume resources during time-warp almost has to be added now to support the new science-over-time generation capability of the Science lab.
  5. Because you fail to see it, then it doesn't exist? Well, you're new here, so maybe you haven't seen how dismissive the devs are/were towards ideas like this. To the point of being disrespectful. It's simply a matter of etiquette when you change an opinion about something that you previously dismissed, you acknowledge it. The devs', and specifically Harvester's, failure to do so is, again, disrespectful. The development team has a long history of doing a crap job of communicating with the community, and this is just another example. Besides, I'm not expecting an "official letter of apology", I said "acknowledge". I never said that, so stop putting words in my mouth. This is one of the lowest forms of argument. I never said any of this, and I never assumed any of this... you're just not worth talking to.
  6. [sarcasm] Yep, that's exactly what I said. Acknowledgment = Groveling. The two terms are completely and perfectly coextensive [/sarcasm] Thanks for the hyperbole, son. There's the door.
  7. I expected them to say "We changed our minds about this" or "We looked at this, and realized that we were wrong about time-based mechanics being un-fun and impossible to implement". And as I stated in the OP, I expected to get lots of hate about this. - - - Updated - - - Ask Harvester! He was DEAD-SET against them! I've always thought it's absurd position!
  8. I'm talking specifically about this line: Generating science over time. I like that there is a time-dependent mechanic is the game. I dislike that the devs decried such a system being fun or even reasonable for years, and I hate that they're changing their mind without any acknowledgment.
  9. Okay, wow... So after years of Harv taking a hardline against including any kind of what he has referred to as "time-based mechanics in the game (namely life support and long-term research labs), we see this: In the latest DevNotes. Wait, I thought it was impossible for time-based mechanics to be fun? I thought the mere existence of time-warp would completely negate such a mechanic!? I know I'm gonna get hate for this position, but it just drives me up the wall that, suddenly, this mechanic can be fun... It is just so frustrating to see the devs do a complete 180 on these topics without any kind of acknowledgement that of the shift. I really hope they implement this right, but I'm getting really nervous about the quality of 1.0 with all these features being shoved in at the last minute without any time to test balance. And to be clear, I'm all for time-based mechanics, and if we're including them, then I think life support systems are worth being re-evaluated.
  10. You need to check your math. Burning an escape from LKO into interplanetary space, followed by a separate transfer burn from interplanetary space is never more efficient than burning a transfer directly from LKO.
  11. Well, What you're describing really isn't a bi-elipitcal transfer, but sorry to have wasted your time. I won't make the mistake of trying to help you again in the future...
  12. If you're disqualifying games on the basis of procedural generation, then you need to DQ KSP as well; the craters on the Mun, and I suspect several other bodies, are procedurally generated.
  13. I'd recommend removing and replacing ALL the fuel lines on the vessel. The fuel flow rules in this games are, in a word, dumb. It's one of the many fixes we've been promised in the release version. We'll se if that pans out. It's very possible that something didn't translate well in your reinstall. It's unlikely it's something you did, it's just one of the issues we have to live with in a pre-release game.
  14. I think its fair to point out that Moho is the single glaring exception where your orbital position would matter in an ejection from a higher-than-LKO parking orbit, but I feel like we're all in agreement that the method is a bad idea anyway. The only reason we brought up the counterpoint was to point out that the problems with the method are not so much the positional difficulties, but increased dV costs. Also Moho is almost always the exception because Moho is a freaking nightmare of a planet to reach, regardless of method. But since you brought it up, this paragraph makes gives me the impression that you're doing direct Hohmann transfers to Moho. And that makes me very sad. I've found the best approaches to Moho do not determine transfer windows based on relative locations between Kerbin and Moho, but between Kebin and Moho's AN/DN. Moho orbits so fast that you don't need to line up with the planet on your first approach, you can just slow yourself down at the PE (which should be near to Moho's orbit) so you can catch it on the next orbit. This also reduces the TWR requirements for the capture burn, since you've already killed some orbital velocity relative to Moho. Direct Moho transfers are just bad ideas. And if you're trying to use such a complex method to approach Moho in the first place, you're either (a) smart enough to figure out when to launch from Kerbins SoI OR ( screwed from the get-go because you're trying to imitate what you saw someone else do without really understanding what's going on.
  15. Well, technically, "sideways" is kind of a flat line But I agree, in retrospect, the shuttle kind of stagnated the space program, but I largely blame the USAF's involvement/shenanigans for a large portion of why the shuttle never lived up to it's hype.