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Posts posted by spinomonkey
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I feel like a lot of people are forgetting that 1.0 is 'scope complete'. Meaning all the major features are in the game- even if the game itself isn't 100%. Now, I agree that Squad handled the release of 1.0 poorly in this regard and should have focused heavily on the concept of 'scope complete' rather than suggesting it was a complete game. Obviously it's not. IMHO, if squad would simply come forward with a statement explaining how things will be progressing from here on out, a lot of the community would back off.
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I agree with the OP. Even in a normal mode the R&D for instance just jumps into over a million after level 2. That being said- it's pretty much the only level 3 building that gives me much of a reason to upgrade that far. I can still build most craft in under the 250 part count in the VAB- leveling it and other buildings past level 2 is more of a 'meh, I have the cash, why not?'
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Sound is one area that Squad really needs to bring up to speed- from a technical standpoint it's probably one of the easier ones to tackle too, as most of the work is outside the game code.
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The night was inky black and the smell of liquid fuel was fresh in the air...
Ok, so I had a mobile lab orbiting Kerbin with two Kerbalnauts that needed to be rescued. So I mounted a rescue mission with a 3 person command pod- plenty of room to save the day, right? Well, upon reaching the mobile lab I look over and what do I see- Jeb and Bob sitting in the rescue command pod. This presents a bit of a problem, as I suddenly realized I won't have enough room for everyone in the rescue pod. Luckily, I built the rescue craft with a Klaw. So I reached out and snatched the mobile lab and engaged a retroburn into the atmosphere. If I couldn't rescue everyone aboard the rescue vessel- then EVERYONE was going down together. Through some serious stroke of luck, this oddly shaped craft fought off the forces of re-entry and parachuted to safety in Kerbin's waters.
Pretty much the definition of a Kerbal experience and quick thinking.
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Why? It just makes it a pain for both those who want to exploit the mechanic and those who use timewarp legitimately.
While at the same time you'd be upsetting the push for more 'realistic' gameplay among players. No, I don't think there's ever going to be a perfect answer for everyone. But there must be a middle ground we can all come together on?
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I'd rather see a significant level of detail added to the current planet/moons before adding more. I also think the poll should have included that as an option. Because duh- who wouldn't want another planet?
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I think prior to getting the Mun, the game is pretty grindy. Since I've reached the mun- it's pretty fun.
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I was literally about to create a post for this. I tried docking last night- hit the shift key to budge my vessel forward and instead activated my main engine. Needless to say- what the heck is going on? I can't get any of the docking controls to work. Are the keys wired differently or this a bug?
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lol nice.
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Honestly, I think 1.0.2 is a joke and the people who are defending this update are complete shills.
A bit harsh. Yes, the memory leak needs to be fixed. But even with a memory leak I'm running to the Mun and back without as much of a shutter from the game. Sounds like part of the problem is your system.
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This is a great opportunity to use Rep! Awesome idea!
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I think a few of you have essentially nailed the problem. I recall the Devs saying that contracts would be optional in your path to unlocking the tech tree/exploring. But now you pretty much need the contracts to ensure you're still bringing in enough funds to explore. I don't think the system is entirely broken, but needs to be tweaked. Taking most of the science out of contracts is a step in the right direction, but it's not enough by itself. Perhaps with a better Admin Building with a better support structure for repeat funding or long term contracts the system wouldn't seem as grindy.
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Is it open to contribution? Because I'm sure there's plenty within the community that would love to add aspects to the Wiki. Me being one of them.
EDIT: Ah, I see.
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I've played a few careers, but they've always gone by so fast. 1.0 has provided a decent challenge (perhaps too much of one, lots of grind) but overall I enjoy the idea of achievements and rewards.
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Nice! Thanks Zuthal-
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Yeah she seems a bit 'tense' lol
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So now we can press F12 and see an indicator for aerodynamics. Cool. But how does it work? Because I'm just seeing a bunch of colorful lines between my rockets and planes?
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It would be nice to see them add some form of protective heating elements perhaps after the fact. Like an upgrade from R&D gives you a 15% additional protection on certain parts.
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I think the solution is either fins- or have enough punch from the liftoff that drag can't stop you. That being said... I've been forced to use fins thus far.
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Can anyone explain the new areo indicators? Also what's up with my old craft spiraling out of control at 10,000 meters? I assume the new areo tweak?
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I'm enjoying 1.0. Though the grind for science is a bit rough. I imagine once I have enough basic parts to get me to and from the Mun I'll be a lot happier.
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I agree on pretty much all points. Now that atmospherics have been implemented, there needs to be rebalance of contracts.
Also agree on the Admin Building is a nice novelty, but at this point I'm only spending Rep points on any strategy, why waste hard earned cash/science when I have more pressing issues?
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Game Type: Normal, Career. Over 800 hours of experience.
Issue: Gaining science is pretty hard- which makes upgrading the Tech tree additionally difficult. I really enjoy that contracts don't offer a lot of science, instead encouraging players to go out and explore. But in the early game it's pretty hard to explore- even Kerbin. Which leaves players with grindy contracts they have to mine for resources in the meantime.
How I've played (for perspective): It might just be me. I've cleared almost tier three of the tech tree, and I've focused as much as I can on space planes so I can take on contracts that require multiple crew reports or temp reports (there's a decent science/cash payout there) But I still don't have a fast enough ship to top 16,800 meters without stalling and falling back to Kerbin- which has limited my ability to take contracts. On the other hand, due to the atmosphere pushing my rockets around- it's made launching with large liquid fuel rockets pretty difficult to control. Which forces me to use solid states as a first stage- which often burn up my smaller/lighter craft. It's been a bit of a vicious cycle. Needless to say, I'm grinding away at contracts or collecting science where I can- I just upgraded my R&D department, so I can finally take surface samples- that's a gold mine for science. But targeted sub orbital landings (or a proper space plane for targeted biome landings) are pretty much out of the question at the moment. Which means more launches > which means I need more cash > which means I need to grind away at more contracts.
Solution: Though I think the contract payouts should be tweaked slightly. As this seems a bit difficult for a 'normal' game. I wonder if a better science archive could solve this problem. Part of the problem is knowing where to gain science from. As you collect science instruments over time, it's hard to keep track of what biomes you've done what science to- or where those biomes are at all. What would be cool- would be to have a science tool that works much like the mining tools. You'd scan the area you're flying over- it would collect info that would be displayed on the map and you'd have a very quick visual reference of where the biomes were, and what you have and haven't collected in regards to science.
It wouldn't hand you the science per se. But it would give players the tools needed to do it themselves.
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While I would love a new planet. I would really love the team to spend an entire update just 'remastering' the planets. As previously mentioned, things like geysers or volcanic action would be nice, things like atmospheric conditions (hurricanes, turbulence radiation, heat pockets...) I'd like to see more interesting terrain in general.
Do you use strategies?
in KSP1 Discussion
Posted
Strategies seem to have such a low return that I'd rather not screw with them. I do like the 'bailout' option. That was a nice touch. But the strategies in general should be a bit more creative and powerful. I shouldn't feel like I'm being screwed when I use one.