-
Posts
22 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Javin
-
[quote name='magico13']Noticed some issues with 1.0.5. I'm pretty sure a recompile is all that was needed, so I've done that and have pushed a new update. If you're using KSP 1.0.5, you'll have to update. No new features yet, those are still WIP.[/QUOTE] LOVE the mod. Is there any way to remove the icon? I prefer a "set it and forget it approach" instead of being reminded that I am using a mod while immersed in the game.
-
Deploying 4 keostationary satellites in one flight
Javin replied to kiwiak's topic in KSP1 Gameplay Questions and Tutorials
Do you have any mods installed? I find getting a truly geostationary orbit without the aid of Flight Engineer is pretty much impossible. (Unless there's some other way to see your current orbit's period. I've not found it in the stock game yet.) -
New... Favorite... Thing... Evar...
-
Jebidiah was your typical Kerbonaut. About as average as they come, really. Not overly courageous, and not overly stupid (the stupidity a result of years of inbreeding creating a race of almost genetically identical peoples, all sharing the same family name.) However, he was a Kerbonaut, one of a select few (of three, to be precise) to be the first to enter the Kerbal Space Program (KSP). The KSP was founded in year T0. (As Kerbal is an otherwise barren planet, it's assumed that they started time from this date due to it being their crowning achievement, mostly that they managed to build a Space Program apparently prior to discovering agriculture.) And their first Kerbonaut to set foot in a rocket was to be Jebidiah. Jebidiah had little knowledge that on another planet, his name was Hebrew for "Friend of the Lord." Rather on Kerbal, the name was first uttered in a particularly impressive belch, followed by a hiccup. The sound played across the ears so well that Jebidiah's father (little is known of his mother, or of any female Kerboid for that matter) gave him the name on the spot. Jebidiah was 32 at the time. Selected for the position because he happened to win a rousing game of duck-duck-kooz, Jebidiah was elated as he stepped foot into his first mission: In this mission, he sat in a command pod on the launching pad, and nothing else... After the appropriate countdown, he proudly climbed out of the landing pod, picked up a pebble from the asphalt launching pad, and wrote his report before climbing back into the command pod. There, he waited to have the vehicle "recovered." Which meant, bringing it back into the hangar. His first successful mission! With this information, Kerboid scientists were able to make leaps in the development of further rocketry studies, and there were promises that the next command module may even be capable of leaving the ground! And leave the ground it did. On his second mission - this mission took place that same evening; Kerboids are nothing if not efficient - a small fuel tank and a rocket were strapped to the command pod, and a parachute added as an afterthought. To everyone's surprise, everything went as planned, and after firing a few meters into the air, and landing safely, Jebidiah was able to add another report and a pocket full of grass to his growing list of achievements. His third mission (the following morning) truly showed the growth of the KSP. This time Jebidiah managed to end up a quarter of the planet away, and still made it home in time for supper, with a third pocket now filled with dirt and another crumpled report. These were deemed slightly less valuable than the prior local pebble and fauna reports according to the Scientists. By his fourth venture into the command pod (still on day 2) his dreams of space were finally realized! In a loose orbit around Kerbal, he got out, and promptly let go, of the command pod. For a long, and panic filled fifteen minutes, he struggled to get back to his ship. After attempting to run, then swim in vain, he finally had to pull out the manual to discover that he was in possession of a jet pack! His first approach broke both of his legs and sent him spinning ass over over elbows into the void, but another hour and he had himself under control. After much time had passed, he grasped on to the hatch of the command pod, and managed to pull himself back inside. It was then that he realized he'd forgotten to write a report. He stepped out of the pod and immediately let go again... This time he was a little faster about smashing his face into the engine with enough force to spin the entire ship bringing the command pod down on his head where he snagged the hatch door. Some scribbled notes later, and he was on an exciting burn into the upper atmosphere, having completely forgotten about his trauma, and elated to be "doing the fly" again. This time landing God-Knows-Where, apparently the Kerboids (still without agriculture) had managed to (without so much as a satellite or communications aboard the rocket) find him within minutes. It's assumed telepathy was involved. In a show of Kerboid ingenuity, the KSP technology exploded exponentially from the report Jebidiah had gathered. Multi-stage rockets were a reality, and a trip to the Mun was imminent! The first trip to the Mun was a simple fly-by, with Jebidiah writing his reports, and managing not to get thrown off of his ship. The second trip to the Mun would find him in orbit before returning home, and this brings us to the fateful day of the first Mun landing. Jebidiah was stoked. He has flown flawless missions, and played numerous games of hang-man with himself while outside of the ship and turned them in as reports. (Nobody read them anyway.) And now, he was to be the first Kerboid to walk on the Mun! Everything went as planned. The execution was flawless. Coming into the Mun's orbit flying low, with liberal usage of the SAS to keep the ship steady, Jebidiah finished off his last burn just as the lander touched down as if he'd been doing this for years. He may have broken three out of four legs off of the craft, but the engines were still intact! He dove out of his module, stumbling face down on the surface of the moon, and immediately grabbed what he'd come here for. His fourth... Pocket... of dirt. By now he had some fancy sciencey gadgets attached to his pod that he was instructed to "open" upon arrival. He did so, and wrote a "report" in the form of a rousing game of hangman that took him 10 minutes to figure out, then climbed back aboard his pod, and fired the engines at full throttle! As the lander's engines sucked the last of their fuel, he popped the final stage and was left with just a pod and a small rocket identical to that of his first flight, with a full tank of gas, and nothing stopping him from getting home! He gunned the rocket and started growing his apoapsis to leave the Mun. Just as his ships arch threw him into Kerbal's orbit, he turned turned the rocket 90 degrees to adjust his heading... And nothing happened... He tried again... Nothing... He smashed the keyboard in a panic... Nothing but the hum of the engines as the ship continued to accelerate and began to tumble. In sheer terror he started to smash the keyboard with his face, not keeping in mind that the spacebar would fire the final "phase zero." His pod detached from the rocket, and spun out of sight. Today, it is presumed that Jebidiah is still alive, circling somewhere out of Kerbal's planetary orbit, and living his life circling the sun and playing hangman. In the investigation after the incident, it was discovered that someone had forgotten to put batteries on the ship. More specifically, that the designers were not actually aware that the ship they had built took batteries at all. Bill and Bob Kerbal are next in line, and are currently in small-scale training maneuvers around Kerbal in preparation for a rescue attempt. It's estimated that this attempt will be carried out some time in the next 10 years. (This is seriously everything I've done since Saturday... I'm bored at work as I write this.)
-
* Note: I can't stress how important the North/South orientation of the two ships are. I managed my first dock without it, but MAN was it irritating... Just have to throw that out there. When you're placing your RCS thrusters on the ship, are you making sure to place them center-mass ONLY on the portion of the ship that's going to be docked? Nothing else should be attached to the ship at all at that point, not even a decoupler. Add the rest of the stuff AFTER the RCS thrusters are placed. That might be a gotcha, too.
-
Land on the moon in career mode
Javin replied to Belgiumruler's topic in KSP1 Gameplay Questions and Tutorials
LMAO! I've got another Kerboid in the same predicament. I'm going to try and rescue him tonight. I find that it's ALWAYS prudent to do a couple of corrective burns after the initial waypoint burn to get my distance from the moon just right. And always come in IN FRONT OF the moon to take advantage of the slight slow-down it will give you. (Coming in behind it will speed you up.) -
Start at home: * Make a tiny ship. And by tiny, I mean nothing but the initial pod. * Have your character step out of the ship (EVA) immediately, and then right-click him. Write a report, take a soil sample, and get back in the ship. Free science points. * "Recover" the vessel. Dump all of your science points into the science branch as much as possible. You'll eventually get things like the thermometer, barometer, a capsule of goo, a science lab, etc. After you get each of these, take them to each planet (including Kerbal's launch pad!) and right-click them and use them at each location. You'll have the option of either transmitting the data home, or physically carrying it home. There's a finite amount of Science points you can get from any one method on any one planet. So if you transmit the data home, you'll have to make more trips, but if you carry it home, you can tap out all the points in fewer trips (3-4 instead of 10-15). There's also different "places" to take the data. Write a report and do your experiments in each orbit of the planets. Apparently there's also "near" orbits and "far" orbits for some, including the sun. Do the experiments on the planet's surface, and even at different locations on the surface (I've found at least two different points of interest on the Mun so far). Just keep doing the experiments everywhere you can think of, and then returning the data home. If you eventually get to the point where you can haul a science vessel out, then things really get interesting. This vessel can be used to repeatedly transmit data back, then RESET the experiments to do it again! You can start moving the vessel around from planet to planet and grinding science with it. (I've yet to manage to land the thing, I don't have all the parts unlocked to handle its size yet). Good luck!
-
Ahhhh, gotcha. I wonder how long before someone gets a multiplayer mod working, and then some lasers...
-
This seems to be a solution to a problem I do not have. I can access the navball in the map just fine. The problem is from map mode, I can't trigger stages. But yet, I need to also keep an eye on the Apoapsis WHILE I'm triggering stages. This requires popping back and forth between the map mode and the ship view during takeoff, which can be quite seizure inducing.
-
What about an overall level of difficulty option, like most games? Easy, medium, hard. For hard, you'd have the "deadly reentry" plus a lot of other things (more realistic physics, certain planets having atmospheres that otherwise wouldn't, etc.) Just give them the standard options.
-
What the what?! Is the kraken in the game yet? And will you be able to fight him off? And speaking of weapons, is there anything that can be used to destroy space debris without a mod?
-
Awesome response! Thanks! I was in the process of firing him off of the surface of the Mun, and then JUST as I was ready to turn him in the correct direction to return him to Kerbal's orbit, I lost control. It took me a few minutes to figure out what the heck was happening (while his throttle was still full-on) and by the time I had realized I REALLY needed to turn his throttle off, he'd started to pitch AWAY from Kerbal. I killed the throttle and he started to tumble. I tried gunning the throttle when I figured he was "kind of" pointing retrograde which only made the tumbling worse, and ended up bringing him out of Kerbal's orbit all together just as he ran out of fuel. Fortunately, I don't have the food addon yet, so his rescue isn't time sensitive, though I'd imagine he's very, very nauseous by now. As a general rule, I agree, though I have added three mods so far: 1.) Removes that ridiculous "wobble" from the joints. These things are made of steel and shouldn't look like they're made of rubber. It also REDUCES the strength of the joints to compensate for the wobble removal. In other words, stacked objects are far more stable, but also more "brittle". It reduces the pointless torque significantly while also making torque more dangerous. Thus, if something is going to start spinning, or take a blow from the side, it'll smash apart more realistically, but I don't need a bajillion struts to get a standard rocket off the ground. I believe this is the "Kerbal Joint Reinforcement" you mention. Personally, I think these should be the stock settings. Struts are entirely too necessary and unrealistic in the stock version. 2.) A mod that has a bunch of stuff that I turned off, but have kept ONE new gauge: The Apoapsis and Periapsis displayed on the regular ship interface. I really do think this should be a stock option. The maps should be for planning trips and maneuvers. I shouldn't have to rapidly and repeatedly swap between map and ship to try and time the cutting off of an engine and/or dropping of a stage (which I can't do from the map) correctly. 3.) A mod that adds an "Alarm Clock" that I've also mostly disabled. The only feature I've turned on with it is the ability to kill Time Warp just a minute before it hits the waypoint - another feature I firmly believe should be stock. In my defense, I'd say these don't really break the "stock" game, but rather "tweak" it to what I believe the stock should be. * FAR - Looking into that one and the Fairings now! * Deadly ReEntry - I've looked into this one, and am considering it, and the heat shield ones, but from what I've read in the comments, the heat shields are buggy. The "RealChute" I feel like would be a game breaker. In theory, if I can configure the chutes any way I want, there'd be no reason not to just give it settings making one chute the be-all end-all. If it's easy to cheat, I'll do it. I have no will power. I'd prefer to see something where someone had created a series of different types of chutes based on real-world limits. If I had that option, I'd definitely go with Deadly Reentry. * TAC Life Support - Totally going to add this. Probably sooner than later. Do you see little skeletons in spacesuits in your Kerboid window? Someone should make a mod where as they start to starve, their texture changes to make them look gaunt. Then after they die, they're laying there with the little "X" over their eyes. After a set amount of time, there's just a Kerboid skeleton. Morbid, yes, but I'd pay for that. * Kerbal Attachment System - I'm particularly interested in this one, but can't seem to find much about it other than very high-level stuff. Does it have any immersion breaking glitches? It looks brilliant. Anything I should know about? Thanks for the response! Great info!
-
Basically, I was just trying to figure out (without too many mods) how much a specific item weighed, vs. how much a specific rocket system could get into space. It's probably a super hack, but I ended up installing a mod that gives me 1, 5, and 10 ton "weights." Then I created giant "scale" object that I can connect the the weights to one end, and the ship to the other, then go to the launch pad to see what the balance looks like. I'm sure there's some mod that'll just give me total ship weight somewhere, but the only ones I found (MechJeb - which has what I consider "cheat" options, and Engineer Redux which gave way TOO much information and cluttered up the screen, not to mention required adding a not insignificant piece of hardware to the ship itself) were way too overly complex and added far too much to the game. I wish they'd just add to stock a very simple "total weight" at the top of the screen when building. In other news, I managed to rendezvous and dock for the first time last night! I also discovered the quick save / quick load option... Lord the amount of time this would've saved me... But due to an earlier mentioned issue with a poor Kerboid that is currently lost in the vastness of space and orbiting out of control around the sun, now that I know how to rendezvous, I can send out a rescue mission, getting my stats back to ZERO Kerboids lost to my Space Program! HANG ON JEREMIAH! I'MMA COMIN' FOR YA!
-
Auto kill time-warp at waypoints
Javin replied to DeadManWalking's topic in KSP1 Suggestions & Development Discussion
Gotta agree with this. If they don't end up making this option stock, I absolutely love the "Kerbal Alarm Clock". If you configure it just right, it will add NOTHING to the game except the ability to stop a warp at a predefined time (you set it) before a waypoint, so not much of a change from the stock game. Absolutely perfect. Thanks for the suggestion, Pursuedtank! -
Land on the moon in career mode
Javin replied to Belgiumruler's topic in KSP1 Gameplay Questions and Tutorials
@ SRV Ron LOL! Your lander design is almost EXACTLY like mine, but the ship I used to get there (with less fuel, even) was far, far more convoluted and with way more stages. I'll have to give your design a try! -
Land on the moon in career mode
Javin replied to Belgiumruler's topic in KSP1 Gameplay Questions and Tutorials
I managed it, but I would argue that you need to first unlock at least batteries and solar panels. My biggest fight was trying to get the guy back, but then suddenly losing control of my ship because the lander didn't use engines that had alternators to replenish the energy. Once you've got those, you're golden. So using double-stacks of liquid fuel (assuming you haven't unlocked the long one yet) here's how I set up my phases: Phase 1: The "pod" with a butt-load of parachutes. At least 3. I've tried using 1 before, but it often doesn't create enough drag to slow down the pod enough, and the parachute gets ripped off instead. Nothing worse than losing the pod at the VERY END of an otherwise successful mission. Phase 2: "Pod" engine. Very small fuel tank, very small engine. Phase 3: The lander itself. A wider base made of 4 of the second to the smallest fuel cells and the smallest engines is easier to land than a tall, skinny lander. Keep the weight as low as possible, and the legs as far apart as you can. Use at least 4 or the slopes will get ya every time. ADD LIGHTS pointing down to the lander itself. This will help with landing considerably. What's more, try to put them "behind" the legs of the craft so the legs will cast a shadow. Phase 4: Double-stack of the "medium" fuel cells, or one of the long ones if you've unlocked them. The engine I use is the second one you unlock that has the ability to much better control the craft. Phase 5: Another of the above, but immediately below it. Phase 6: 4 of the above, but put AROUND the rocket for phase 4 with the lateral decouplers. Phase 7: A buttload of rockets. You'll need struts to really make this stable, but if you haven't unlocked them yet, you can be REAL careful with your throttle control and get this thing into the air till it burns out. Phase 8: A bigger buttload. At this point, you hit the point of diminishing returns (and you'll NEED struts) so it's totally optional. I've actually had better luck with some designs without it. Using only some of the base stock stuff, you can get there using this kinda rig, but the trick is in conserving fuel as much as possible: * Phases through 4 will be used JUST getting your orbit around Kerbin steady, and then the remainder of the fuel in phase 4 will be used to get you to the Mun. Start by burning through phases up to phase 5 to get you to 50K (just out of the atmosphere). * At this point, turn to the horizon line at exactly 90 degrees (270 uses more fuel) and fire through the phase. You should have a pretty decent Apoapsis near 100K now, so kill the engines and wait until you're close to it, then fire through half of phase 3 to make it circular. * Now set up your waypoint, and play with it until you figure out the optimal position to get your Mun Periapsis AS CLOSE TO THE MUN AS POSSIBLE! (I mention this because I didn't even know the waypoint system existed until my 2nd day playing). This will not only make things FAR easier, but will significantly save on fuel. You save more fuel the closer you are to the Mun. * When you get there, use the remainder of phase 4 to come to a screeching halt. You'll probably have to burn through it, then even use some of your lander's fuel. You want to come to as close to 0 m/s as possible so you'll drop straight down and not have to do too much correction of your lateral movement when you get close. AS SOON AS YOU get rid of phase 4, and you're on the lander phase, press "ALT + L" to "lock" your phases, so you don't accidentally hit the space bar in a panic and blow the whole mission! Turn on your lights, and drop your landing gear. (Does anyone else's game start with the landing gear "down" even though it's not really?) * Make sure to use ONLY the navball to control it. I crashed a bazillion times trying to "control the lander" instead of using the navball. Keep an eye on the navball, and only occasionally glance at the lander to see how "close" you are. Use the retrograde marker in the navball zealously to make sure you have zero lateral movement. * At 50K meters, do a burn to drop your speed to about 50 m/s. * Do this again at 10k. * And again at 4K. * By around 2.5K, it's time to keep your speed no faster than about 60 m/s. * As SOON as you see the lights hit the ground, you're close. You'll be making out individual rocks and debris on the ground. Drop your speed to 10 m/s and use the CAPSLOCK key to give yourself more fine-tuned control. * KEEP AN EYE ON THAT RETROGRADE. Lateral movement will kill you. When your landing lights get super bright (you'll probably even be casting a shadow at this point, and can now use that to determine how close you are). Using this method, I have about a 100% success rate for landings on both the Mun and Minimus. (Minimus is far easier.) But then you gotta get home. Use the lander's fuel to jet you into the air, and get you moving around the Mun. You don't really need an sort of fancy maneuver here, as pretty much ANYTHING that gets you away from the Mun's orbit is going to catch you in Kerbin's orbit. You'll probably run out of fuel and have to dump the lander parts at this point, but you'll be good with just a minimal engine and amount of fuel. Once you're in a massive, wide orbit around Kerbin, you don't even have to wait until you're at any particular position to start a retrograde burn. Zoom in on Kerbin's Periapsis side, and once again, using the CAPSLOCK to give you fine tuned control, slow yourself down until you're within about 35K meters of Kerbin's surface with your Periapsis. This will cause you to do an "aerobrake" (using the friction from Kerbin's atmosphere to slow you down). After passing through the atmosphere about 3 times you'll slow down enough without having to even use the engines to start a final descent. At this point, if you want, you can use the remaining fuel to try and control the general area you land in. Oceans are better, because you get further to fall meaning more time for the drag on your ship to slow you down. Dump the rest of the rocket, and deploy all the chutes on your pod when you're down to about 700k (keeping the ship together until then will provide more drag, though I'm not sure if the mass negates that). Popping at least 3 of them when you're down to about 700 m/s should provide enough drag to get you into the "safe" zone before they fully deploy. So I'm sure someone else has written a far more concise and understandable "tutorial" but that's my 2 cents from another newbie! -
How about releasing updates more frequently ?
Javin replied to Dre4dW0rm's topic in KSP1 Suggestions & Development Discussion
As a professional software dev, I'm actually surprised at how OFTEN Squad seems to be releasing. (Looks like roughly quarterly from what some people in this thread have been saying.) More releases than that would be a very, very bad idea. More releases leave you with two binary options: a.) Have to spend time with every release making sure there's no game killing bugs, or b.) Release untested code that could chew up people's savegames, or make changes that can't be rolled back after introducing game killing bugs Additionally, there's the actual process of PHYSICALLY RELEASING the code. Compiling, packaging, uploading, etc. May not seem like much, but you could lose 1 FTE per release with the physical process of releasing alone. With a team of 10, that's a 10% reduction in man hours each time a release comes out. (This is a very, very bad thing.) I haven't gotten into the mods yet, either, but this would also mean that modders would have to constantly be making updates to their mods to stay current (a problem that plagued Minecraft/Bukkit) and constantly work around code that may later be made obsolete. I'd far rather see much more stable, "completed" but rare updates that actually fix bugs, and add new content than getting a release just for the sake of getting a release, or getting a release that may cause more bugs, but fixes a rare bug that only affects 0.5% of users, or fixes some bug that isn't a game stopper that you can work around. -
I've gotten to the point that I can land pretty much anywhere (even Kerbin) 100% of the time without going boom. (Well, not on slopes so much.) The trick I've found is to use CapsLock to give you more "fine" control over the thrusters, and ONLY LOOK AT THE NAVBALL. Took me forever to quit trying to look at the craft and control it through brute force. The navball gives you everything you need to land (short of the ACTUAL distance to the land - something I wish they'd add). Use your retrograde indicator to stop ALL lateral movement, and then once perfectly centered, control your speed to land at under 6 m/s and you'll be golden. Welcome to the forums! I'm a newbie myself!
-
LOL! Thanks! And is there a certain time / number of posts that you have to do before the moderator can quit having to pre-read them? I never got that "activation" E-Mail mentioned at registration, so I just wanna make sure it's not me. (I did check my spam folders.)
-
*heh heh* I've gotten rid of boosters entirely for the moment. I couldn't control the ship at all with them early on, and I've just never gone back to them, even after unlocking all the control stuff. (This makes for some ridiculously large and complex ships.) So I have some basic questions if anyone has the time: Is there a place to see what the current "tons" of a ship are? Trying to figure out how to calculate what's needed without so much trial and error. Is there a way to see the apoapsis and periapsis on the navbal? I find it difficult to have to keep switching to map mode to figure out how to time some of my phases. (I didn't even know those words existed prior to Saturday - this is another thing I love about this game. I'm 37, and learning things I didn't even know I didn't know about physics)
-
So I saw Kerbal on Steam this weekend. I'd never actually heard of it before, and it looked "mildly" interesting (wish I could come up with a suggestion for how to get across just how fun it really is). I saw the video where they are trying to put the squid thing in the jar and it keeps escaping, which to date, I'm not sure what this had to do with the game other than it involving the Kerboids. Perhaps something that will later be introduced? I seriously almost didn't buy it. This isn't really a slam on Squad's advertising methods, because really, I'm no marketing major myself, but from what I saw up front, it looked like little more than a "build a simple ship and make it fly" game. (Most of this is because the vast majority of the top videos on YouTube with a search of "Kerbal Gameplay" are just people blowing up ships repeatedly as if it's difficult to ever get one to fly - as if this is the only goal of the game.) So all of this said, I did finally think it was interesting enough and bought a copy. I immediately went into the "Career Mode" (I realize they plan on changing it significantly in the future). This was Saturday. It's now Wednesday. I have already logged more than 60 hours in this thing. For the past 17 years, Final Fantasy VII has had a firm place as "my favorite game ever made" due to the sense of accomplishment I had when I'd finally gotten to Sephiroth. No game since then has had that feeling for me, or given me an ongoing desire to accomplish it. Until now. The first time I managed a fly-by and orbit of the Mun when returning the guy home (keep in mind, I'm in Career Mode here. I'd even recommend that the "Sandbox Mode" should only show those items that you've already unlocked in Career mode, but I'm masochistic like that) - the first time I got him home I had a bit of that feeling. This automatically lead me to a new goal... Actually landing the thing on the Mun. It took me awhile (and a lot of lost lives) to get the hang of using the navball to land the craft, and to quit trying to look at the craft itself when landing, so by the time I managed to land that first one, again, that sense of accomplishment! I even exclaimed to my wife, "I DID IT! I LANDED ON THE MUN!" To which she replied, "Have you taken the dogs out today?" So then I realized I had to also get THIS guy home... But alas, my lander had run out of electricity, and I hadn't unlocked solar panels or batteries yet... The poor shmuck spun out of control on his way home and is presumably orbiting the sun for eternity. So I started tooling around with stuff. Attaching it to the ship and right-clicking it, and that's when it occurred to me that Science was to be the main goal! Not just "let's do some cool stuff." So then I realized that I actually needed the guy to start doing EVA's and writing reports, and documenting everything he did in order to get the "Science" up. Back to the beginning! First, let's see if he can do anything without even taking off? Yep! Science points... Then in orbit? More! Back to the flyby! Then a Mun orbit! And now... NOW I have enough points to get those friggin batteries and solar panels! The first time Jeremiah came back from the Mun, I hailed him as a hero. Then had to take the garbage out, but he was a hero none-the-less. But then I saw that there was a "docking" station. "They didn't..." said I. Sure enough, some videos confirmed... I can make... Space... Stations... My brain exploded. I'm currently working on getting my science on so I can get enough pieces and parts to build some remote landers to see what the other planets are like. I haven't left Kerbal's orbit yet, except on accident. So yeah, big, big, big-time fan here. It wouldn't take much to give this game the tiniest of pushes (finishing the career mode, adding a few features such as showing which "accomplishments" still have points to be collected, etc.) to push this game over the edge to take the new seat as my all-time favorite game. And my Steam library has over 200 games in it. I also have three large boxes of physical games in the garage. (I'm also a wanna-be garage game developer, and have been at it for years.) So I think that title should carry some weight. But to be fair, even if Squad (not saying they should, obviously) were to slap a label of "done" on the game as it is, and call it a day, even at the state it's in now, it's an incredible game. And I haven't even started playing with the mods yet. -Javin
-
Auto kill time-warp at waypoints
Javin replied to DeadManWalking's topic in KSP1 Suggestions & Development Discussion
This. A million times this.