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Everything posted by JedTech
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I am in no rush, just trying to stick up for people who are asking about compatibility while pointing out that the community can test compatibility too. Some mods will work without the modder having to make a new release. Thus yes, I do believe my statement.
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I have seen this post on multiple mod threads. Awesome only flows after we ask questions and find answers. The modders themselves don't necessarily need to intervene in order for us to find awesomeness.
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Wahoo! First I'm going to go blow up some buildings. Then I'm going to start a new Career on Hard mode! Thanks Squad! Congrats on the release! EDIT: YES, I'm First!!!!
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Oh Gotcha, I can see that. I actually like that I have to go on EVA. It gives me more of a reason to EVA at all.
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Hmm... how does Crew Manifest take drudgery out of science collection?
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I personally love the thrill of earning science and unlocking my tech tree. I am always disappointed to see the tech tree unlock so fast. I think its fun to try to accomplish more with the limited parts that you have available. It is significant to note that I use the ScienceAlert mod. This makes science gathering much easier and faster for me (which is probably one of the reasons I need to lower my science rewards).
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Great idea. Done!
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Here's what I'm thinking for my new Career: Allow Revert Flights: ON I like to test and quickly get back to the VAB. Allow Quick Load: ON Mostly so that the Kracken does not ruin my flight after many hours of play. I'll try not to use it for other reasons Missing Crews Respawn: OFF Once dead, always dead. Auto-Hire Crewmembers before Flight: OFF I want to hire them myself. No Entry Purchase Required on Research: OFF I'm excited for the difficulty added by having ave to purchase these! Indestructible Facilities: OFF Boom! Allow Stock Vessels: OFF Starting Funds: 10,000 (Hard) Starting Science: 0 (Hard) Starting Reputation: -100 Might be fun to role play that I am starting a space program with a bad reputation. Science Rewards: 20-50% I want to work hard to get through the tech tree. Funds Rewards: 20-60% Funds have been generally easy in the past. I want it to be Hard but not impossible to proceed. (I don't do part testing) Reputation Rewards: 60% (Hard) Funds Penalties: 200% (Hard) Reputation Penalties: 200% (Hard)
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What difficulty settings are you thinking of trying out in your first 0.25 Career? Let us know Easy, Medium, or Hard. Of if "Custom", post your response in this format: Allow Revert Flights: Allow Quick Load: Missing Crews Respawn: Auto-Hire Crewmembers before Flight: No Entry Purchase Required on Research: Indestructible Facilities: Allow Stock Vessels: Starting Funds: Starting Science: Starting Reputation: Science Rewards: % Funds Rewards: % Reputation Rewards: % Funds Penalties: % Reputation Penalties: %
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By "size", I intended to convey a general thought that might include: size, mass, density..... I am not venturing to compose the complete list of criteria that should be used in the classification of celestial bodies. Merely stating that I think a commonly understood Taxonomy system for celestial bodies would be beneficial.
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[11/26/15 Update] Say Hello to the Light-Green Group!
JedTech replied to Endersmens's topic in Kerbal Network
Oh I see now. Thanks for the clarification and useful link! -
[11/26/15 Update] Say Hello to the Light-Green Group!
JedTech replied to Endersmens's topic in Kerbal Network
Odd that the list documents the top 32 and the OP is #32. Perhaps it should document the top 50? EDIT: I now understand that there are exactly 32 light green people. Thanks! -
I think we need to make the word "Planet" more of a generic term. And then we need to develop a taxonomy system to properly categorize and classify various celestial bodies. A celestial body should be classified by its: size, orbit, stability, and composition.
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The 0.25 Waiting Room, now boarding passengers heading to Hypetown
JedTech replied to Rowsdower's topic in KSP1 Discussion
I'm familiar with the ALT to eliminate surface mounting, but what is the new symmetry feature? -
[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
JedTech replied to munseeker's topic in KSP1 Mod Releases
Anyone try this with TAC 0.10? I know some values were changed again. -
Could you have a "Create Maneuver Node" button based on the transfer I select?