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MoeMelek
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Rocketeer
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New Mobile Processing Lab mechanics
MoeMelek replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
There is the wiki: http://wiki.kerbalspaceprogram.com/wiki/Mobile_Processing_Lab_MPL-LG-2 -
Steam is updating!!! https://steamdb.info/app/220200/history/
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If page 300 is reached, let's go for 300 ppm!!! (posts per minute)
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Believe the hype!
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Actually I heard it runs on F5-fuel.
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I have had a thing for doing powered landings at KSC, even after manned planetary missions. I've been trying to recover as much of the vehicle as possible. On at least three occations, the fuel after a manned mission to Duna (or Eve orbit) has run out about a meter above the landing pad resulting in a slightly hard but otherwise ok landing.
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Azimech... I have a couple of friends who have many great ideas they like to share or cooperate on, but if no one is immediatly interested in them they become depressed and withdraws for a while. On many occation they have even left forums, quit bands, shut down their facebook accounts etc. I wish those people with their great ideas would have kept on pushing, and if no one is interested in their work, they should have done it anyway. For themselves. Actually I think they should have done it for themselves in the first place, and secondly for others. They should have done it because they love it, and not to win other peoples approval. I'm not sure why I'm telling you about my friends or myself but it felt important somehow. Take care
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And now, for something completely different.
MoeMelek replied to Whackjob's topic in KSP1 The Spacecraft Exchange
All my life I've had a feeling the world is getting crazier and crazier and now this... Whackjob going small? *incoherent babbling* -
Where's KSP going?
MoeMelek replied to Kerbonautical's topic in KSP1 Suggestions & Development Discussion
Ha ha, ok I get your point. Well, I do use a bunch of mods. I'm however a bit reluctant to use too many mods, as you know they might break in the next update and may not get fixed. Mods are a bit of a gamble in that respect. And when it comes to content like planets and such, I think it's more fun If the whole user base shares the same content. I agree that mods are great for adding content, but some stuff really should be stock. -
Where's KSP going?
MoeMelek replied to Kerbonautical's topic in KSP1 Suggestions & Development Discussion
I think the feeling of a staling KSP development has to do with the fact that Squad has been working hard to provide a good base for the content to rest on. Actually I think Harvester has stated this. A part system that can be used to create any imaginable part, and a contract system that can be used to create any contract, and a programmable GUI. Content will come later. Sounds like a good approach. However... - I really feel that developent is going very slow, and the lack of stock content is frustrating. - I also feel that some kind of roadmap for the future of KSP should be presented. - I also feel that it would be a bad mistake by Squad to start focusing on multiplayer at this stage when people are starved for content. - Waiting months to get annoying bugs/crashes fixed is not ok. After 0.24 I would like to see a few smaller updates that add content, fixes bugs, and improves on some of the neglected stuff like IVA pits. It's kind of weird to see the attention to detail in the VAB where the little Kerbal engineers run around and do stuff, and yet in the IVA pits we don't even have altitude, thrust or a clinometer. Don't take this wrong, I really love KSP and Squad but I think Squad should add some content to keep people interested and freshen up some other aspects of the game. -
Tested a joystick with KSP for the fist time yesterday, and found that if I assign axis control of roll/pitch/yaw/throttle to a joystick, MechJeb will not auto contol your ship any more. As far as I could see in the debug window, there were no errors. Removing these bindings (without restarting KSP) resumed MechJeb auto control. I think MechJeb should work with a joystick installed.
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When doing manned landings without making sure your kerbals can get back into the capsule. Forgetting ladders or placing them in the wrong places. Must be the most frustrating thing I've encountered as a noob, and just imagine if it happened IRL Also in the beginning I managed to place ladders on top of the hatch, meaning I couldn't get out LOL.