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TexRob

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  1. Is there a fix for the orbit problems that from what I understand, is caused by UR? My ship is never on an orbit, some display bug. I only have KE, this, and city lights, so I assume this is it.
  2. Or even more challenging stuff like taking a sample via the lab from Duna to Eve or something. I agree that more things rather than repetitive things is the answer. Career should not be quick, it should be challenging and rewarding, but that can be done without being grindy.
  3. Translation, "You guys are dumb, I'm a space genius!" just j/k After playing this after being told about it, I agree, I wish I could resize individual components.
  4. Thanks, this is a helpful post. I understand how the nav ball works, but that's still a great explanation. I was just not sure how to know what is what on the Mun, but you outlined that above, useful info to have.
  5. I definitely agree with this. The mobile lab should be a benefit when used, not just something to make transmitting suck a little less. I definitely like the idea that it can be used only for certain things. Say a sample is 10 science, if you have a lab, you can then turn that 10 into 20, and bring it back. The science module, especially early on, is cumbersome, so rewarding the player for spending the extra time and energy to get a lab there, should give a proper reward. Obviously, the challenge then becomes, have you made it too good to where it's required?
  6. Basically, sounds like most of us are all on the same page. Things like FAR are definitely the best examples. I think Kerbal Space Engineer is probably a good one too, as a science unlock. Deadly reentry would be a simple addition as a checkbox "Realistic re-entry physics" or something. I think my main concern is avoiding the last two comments, the dreaded, "We don't need to do that, there is a mod for that". A lot of people don't like mods. I'm one of them. I prefer to play the game as the devs intended, but I want them to add this stuff to what they intend In the end, I'll add some if I feel I really need it. Like, I'm probably going to add KSE tonight because it's just proving a pain without that data to do more advanced things, but I'd prefer not to have to mod.
  7. Yeah, I am feeling kind of dumb. Reminds me of Apollo 13, "I can just look out the window". I just did it by aiming straight for Kerbin almost immediately after lift off, and then get into an orbit on a plane that is pointing towards Kerbin. Then I can just burn on the backside of the Mun to exit towards Kerbin. It was easy for the most part. I was worrying about getting in a planar orbit too much.
  8. I have no problem getting to the Mun, landing, and having a ton of fuel for my return, BUT I really struggle with leaving. I don't know how to take off to put myself in a relatively planar orbit with Mun's orbit around Kerbin. Any tips?
  9. I am not saying hinder mods, but I personally would love to see more core functionality in the LONG RUN. I understand the mod community represents an obscene amount of resources cumulatively, that you all can't compete with. That said, I'd hate to end up with a game that is just OK out of the box once it's released, and great with mods. I think a good example is a lot of MMORPGs. There have been mods for a lot of these that are all but required to play. When a mod becomes that popular, it should be incorporated into the core game IMHO. Just some thoughts. Has this been discussed by Squad much?
  10. To play devil's advocate, your last line is what the sandbox is for. Career mode is intended to be space tycoon basically, afaik. Sure, I don't want to have to grind money to finance every little thing, but there should be a need for it, and consequences for not having it.
  11. I have fine vision, but at 2560x1440, my pixel density is very high on a 27" monitor, as a result, the UI is very small. For one, I'd love to be able to adjust the nav ball, but other elements would be nice as well. I understand there might be mods to do this, but this seems like it should be a core option.
  12. I'm a dummy. So, now that I see how chained fuel tanks work, I realize it just chains batteries by default. It tends to drain the pod charge first though, so I was afraid I'd hit zero and be out of luck. It continues to drain the batteries after the pod runs out. Thanks, got it.
  13. It's not real clear. I put the z100 rechargeable batteries on my command module, to get more charge for my transmission of data, but it doesn't seem to do anything. How exactly do these work? I don't see any wires or anything like fuel lines.
  14. Making progress, but slow going. I made it to the Mun, almost toppled over at the last second! I'll just keep working at it, thanks for the help guys.
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