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Everything posted by Camaron
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Bring Back the Barn!
Camaron replied to pallyme's topic in KSP1 Suggestions & Development Discussion
There are so many more valuable things Squad members can do with their time, rather than concern themselves with whether the first VAB is a barn or styled traditionally. I find this debate ridiculous. I'd rather see a single new structural part of any kind, than see VAB 1 reworked into a barn (or not). -
A solar eclipse just destroyed my space station!
Camaron replied to Skylion's topic in KSP1 Discussion
All these suggestions, all I can say is, I wouldn't count on being shut down by another eclipse like this anytime soon, but I would also suggest having more battery on your larger crafts. -
Why not include that here? http://forum.kerbalspaceprogram.com/threads/76287-Show-Off-your-New-Ion-Powered-Xenon-Fueled-Crafts%21-%280-90%29 You've got a stylish Ion aircraft there.
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Your guess is correct. The parts missions you do get will expand to other planets and SOI's as you progress, but there will be much fewer of them alongside the more interesting contracts. I haven't done a part test in some time, but if you're really trying to squeeze the maximum out of a single venture, trying to stuff a part test or two into a satellite placement or survey mission would probably be a smart move when possible.
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It's an impossible contract demand. Temperature of Gilly at an alt over 6500, denied. Impossible.
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So Sad. Minor oversight, really. But it's still gonna be an expensive contract failure.
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Usually, it's exactly as it should be, but some parts don't play by the rules. I can't offhandedly remember any of them specifically.
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Yes, exactly, all that stuff Pulstar said. In short, with the solid introduction of surveying contracts, both Orbiting hubs and ground hubs can suddenly be VERY useful, whereas, beforehand, it was hard to give them any serious meaning aside from bunny-hopping on a low gravity world just to use the lab. Another reason this has become useful is because of the introduction of biomes on every world. When it didn't matter where you landed, and one landing could get everything you could have for a world, why have an orbital station around Moho? After one drop you've got everything you could ever get there. BUT NO MORE! 0.90 is really agreat update. Some of it's benefits are quite covert like that.
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I'm at a point in my game where parts testing is almost totally gone. Its all Satellites, Surface Outposts, Orbital Stations, Scientific surveys, etc. Many of the serious types of contracts stay locked until you've cleared a certain kind of technology or planetary exploration milestone, and it seems those parts tests are really just meant to fill the gaps before that. You've made the game so long and hard for yourself that you haven't even opened up the fun stuff, and you're wondering if it even exists because you've been at it for over a week. 10% seems ridiculous to me. it will take you actual weeks to get anywhere at all. I feel like, even for the sake of a challenge, you took it quite a bit too far. It can take 15-20 minutes to place a satellite in Kerbin orbit. If your profit margin is $2,437 per hour, Imagine how long it will take to buy the tier 3 tech center upgrade, which for me, costs over 6 million? Or even the first upgrade at over 1 mil? I'm on stock hard mode + Revert and Quicksave. It's pretty good that way IMO.
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Yes, having a base station for your probe would go extremely well with those missions that want specific locations scanned. With a fuel hub, that probe could match many wild orbits before expending all of the fuel. Make lots of Kash. Bases on the ground could do the same service for rovers with surface based scans. The people who said stations were useless in the past were right. New things are coming around to give these things purpose as the game develops, and as you've seen, some of the contract possibilities have breathed life into the need for serious orbital stations.
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The last guy already mentioned it, but here's the fix to "Fine adjustments." HIT C (or the icon) to turn off the incremental movement (Called Angle Snap, right next to the Symmetry Mode) during offset adjustments. You will get exact adjustments instead of the horrible large incrememnts you would get with Angle Snap switched on! It's easy to forget because most sane people wouldn't dare turn off Angle Snap 99% of the time before the introduction of Offset Mode. Enjoy! Be careful with that! If you put the surface of the panel below the collision surface of the thing youve mounted to, it may actually fail to function. If the "light" hits the collision box for the lander can before the solar panel, it isn't going to register, and won't help you. Good to do a launchpad spawn and make sure your panels are functioning as advertised before embarking a big mission.
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Nvidia cards have no difficulty sharing a load over different GPU's, and haven't for a long time now. You're thinking of ATi
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This is amazing but.... personally I would recommend a Dell UP2414Q. I've had three of them, and they all have phenomenal image quality and 4K resolution in a 24" package. Get a big portion of the resolution in one monitor for much much cheaper. I actually have one on sale on Amazon right now, but only because my graphics card and my eyes are insufficient to utilize it well
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Bring Back the Barn!
Camaron replied to pallyme's topic in KSP1 Suggestions & Development Discussion
I personally like feeling like I run an advanced Space Program. The barn makes for a funny promotional video or random comic cinematic, but I wouldn't have wanted to see a barn in my game about space travel for more than a few minutes. That said, if it were a very temporary, Tier 1 building only, I don't think I would have cared much, if at all. Upgrade and move on to better things. I want the game to merge with a city-building sim! That will never happen, but I can dream, can't I? -
Maybe. Here's a short thread I made some time ago around some of my key giants. http://forum.kerbalspaceprogram.com/threads/78944-Meet-the-2-200-Ton-Titan-Thirteen-Fuel-Lifter I can agree to that. It didn't take me long to get things into orbit for the first time, but I had a long road figuring out docking. It was scary, I avoided it entirely for months. One day, I decided: I can do this! And I built a thing with docks, and another thing to connect to it. Learned how to rendezvous properly (But not before accidentally deorbiting one), and learned how to dock. I'm glad to say that Im now quite good at docking, suceessfully binding even behemoths like the ones in my thread. Docking was my demon, but I've mastered it for so long now that I can hardly remember the time when I couldn't.
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Loving that Track Orion. But you'll get much better bitrate on soundcloud https://soundcloud.com/aeromusic/orion-album-version Doesn't seem to cleanly embed like youtube though. Kudos if you can make it work and show me how. They do, however, freely allow downloading the tracks though, which is great. I think there are specific guidelines you can find in youtube's documentation about how to handle music crediting to avoid copyright. Furthermore, I don't know if classicals are prone to this - aren't they public domain?
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So, while the music stock to KSP fits it just fine, I prefer to mute it and play my own, and I don't doubt that many of you do, as well. The purpose of this thread is to discuss what artists and songs go well with KSP's space sim action. The genres probably vary wildly, and I am interested in seeing the variety of tracks that we all play while trying to kill Jeb yet again. Simple enough, right? As for my own contributions to this discussion, I strongly recommend these: Several of the Zircon Unearthed Album Mitis, tracks like Born and Elements of Thought A Million Miles Away by Ulrich Schnauss I hope you all like the idea, and I apologize if there are any similar recent threads. I did search and found nothing close back to 2012 or so.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Camaron replied to Normak's topic in KSP1 Mod Releases
I don't think you need module manager to put parts into the tech tree. It's just a bit more manual. Just open any stock part, find the line that says which tech block it's in, and inject the same line into the mod part's config, just with the name of whatever tech block you want it to be. I did exactly that for a set of Xenon tanks a while ago and it worked effortlessly. Also, I have yet to see a license say that users can't make their own tweak for themselves only. Nor could they know or stop you even if it did. -
Might I suggest installing the new B9 mod out just a few days ago? It's got a huge overhaul, including a lot of great parts like large panels and gigantic wings (some square), that would really help make for a better experience in trying to make a large water platform. Most parts have several versions you can access with the right-click menu. B9 installation instructions advise a mod called Advanced Texture Manager, which I also recommend. Here's what I mean about bigger-better panels Glad to see you back, but as always, real life does take precedence, so don't worry about us in the Kerbal world when more important things are going on.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Camaron replied to Arsonide's topic in KSP1 Mod Releases
Sorry to blame the wrong guy Still a weird behavior, though. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Camaron replied to Arsonide's topic in KSP1 Mod Releases
I found a strange (presumably intentional) behavior in the mod I'm not actually fond of - When a contract appears, it apparently checks to see if you've got enough Kerbonauts for the ten-man station, for example, and will flush out your recruits with random new Kerbals if you don't. Since we can go to the recruiting station anytime we please to do this infinitely, I feel like the mod should not. Personally, I've made a rule for myself, where I only use Kerbals I've personally rescued from orbit. It's fun, and the Kerbals gain some slight meaning. Just yesterday, I rescued a Kerbal whose name is "Theory". Imagine the luck of that.