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KSP2 Release Notes
Everything posted by klgraham1013
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What do you do when waiting for a transfer window?
klgraham1013 replied to cicatrix's topic in KSP1 Discussion
I always have multiple missions going at a time. I try to run my space program as an actual agency, and having it sit stagnant for months, even years, feels wrong. -
Smoke blowout upon launch
klgraham1013 replied to GBLAKEM1999's topic in KSP1 Suggestions & Development Discussion
This would be nice. -
Moho, Dres, Eeloo... No Atmosphere, No Moons, No Game
klgraham1013 replied to CalMacDa's topic in KSP1 Discussion
Wait. Are you saying it's hard so its not worth doing? Interesting... I would suggest Squad add some natural landmarks to the various planets and moons after they're done toying with the space center on Kerbal. It may give more people incentive to travel to the more difficult locations. -
This is patently wrong and I wish people would stop saying it. If it were true, the game would at least make an effort to teach the player something, yet it does nothing of the sort. A contract system based on the new player would introduce concepts such as gravity turns and how atmospheric pressure affects your ascent. Science mode wouldn't have a tech tree with parts scattered in such an arbitrary fashion. I hope, one day, career will be helpful to new players. Today is not that day.
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I always assumed Elite: Dangerous was Need for Speed and KSP was Forza. Of course I made that assumption when I bought the game in 0.17. Things change.
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A more intuitive tech tree
klgraham1013 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
I think it's best to base the tree off the parts as they are now. We have no way of knowing whether Squad will modify parts, and I don't think modifying parts should be part of this initiative. -
The Wind Tunnel AKA Simulation Mode
klgraham1013 replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
I give this idea two thumbs up. -
A more intuitive tech tree
klgraham1013 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
Use more struts. -
Sit anyone down with KSP with no prior knowledge and they will learn nothing. The learning curve is only steep because of the lack of in game tutorials of any substantial value. I have taught new players the basics of getting into orbit in less than half an hour. I would even wager less than 10 minutes for one person I have in mind. The perceived difficulty of KSP comes from an underestimation of our own intelligence. We can be smarter than we give ourselves credit for. If we'd only attempt something that appears difficult, we'd see how easily we can overcome it. There seems to be an inherent fear of realism in KSP that I think is unfounded, and stems from the idea that "I can't do that", or it would take so much brain effort, it would no longer be fun. I'm not purposing full scale realism, I'm saying that adding life support or re-entry heat is not as difficult as some perceive it to be.
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Should i play ksp Beta 0.90 with mods or Stock ?
klgraham1013 replied to LividPumpkin's topic in KSP1 Discussion
I've played with around 40 mods for the past 4 or so updates, and had little to no problem with performance or crashing. I'm not sure where the impression that mods cause problems comes from as KSP has a vibrant and flourishing modding community. I turned to mods for a more realistic game. Better aerodynamics with heat damage, life support, and necessary communications made the game that much more exciting for me. Not to mention the many UI improvements and general functionality mods can provide. Even stock players should use one of the many information displays. I suppose that defeats the purpose of playing "stock", but the information given is invaluable. -
A more intuitive tech tree
klgraham1013 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
It's looking great Sherkaner. Your work is appreciated. -
More Rover Parts!
klgraham1013 replied to captain_fiddlesticks_'s topic in KSP1 Suggestions & Development Discussion
Speed is hard to see in the open spaces of Duna until you zip past your base at 50mph. - - - Updated - - - What we need is adjustable torque, suspension, and turning radius (?). What I'd love is analog torque for my flight stick. Having 100% or nothing isn't how I generally drive, personally. -
More Rover Parts!
klgraham1013 replied to captain_fiddlesticks_'s topic in KSP1 Suggestions & Development Discussion
I agree. There are a few mods with dedicated pods for rovers, and I'd love to see the same in stock. -
The Great Part Rebalancing!
klgraham1013 replied to BagelRabbit's topic in KSP1 Suggestions & Development Discussion
Isn't this about stock re-balancing? I love mods, but "there's a mod for that" should not always be the answer. -
The Great Part Rebalancing!
klgraham1013 replied to BagelRabbit's topic in KSP1 Suggestions & Development Discussion
I've got a quick one. Wings - Let's give them fuel already. -
Thank you for not saying theory. The lost difference between those words has lead to a downfall in the understanding of science in our nation. ... It's a big pet peeve of mine. Do you really think DRE adds more difficulty than life support? Playing with both, I'd say the opposite. I've lost many a more Kerbal through starvation than re-entry heat.
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I'm not sure if 5m rockets are necessary. What I'd like is more varied SRBs reminiscent to KW. Also, if KSP bought KW, how much time would it actually take to integrate? I did a find and replace with the stock parts in less than an hour. I still wonder why SP+ seemed to be a big time drain on Squad when the parts were already done, with the cargo bay barely making release. I got the impression they had PorkJet re-model and/or re-texture many of the parts for some unforeseen reason.
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Spaceplane Plus textures
klgraham1013 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
So, couldn't they have kept the higher resolution on the cockpit to accent the windows and doors while purposefully blurring the seams to match the seams on the lower res parts? I feel like there may be solutions to maintain a constant look. -
This, I think, is the hang up most anti-realism advocates have with pro-realism. I don't think we're asking you to be a rocket scientist. I believe the skills you've already developed playing KSP will easily translate to the more realistic game that some of us have in mind. When I started playing with FAR/NEAR, Deadly Re-Entry, Life Support, Remote Tech, Etc. I wasn't suddenly burdened with learning advanced maths and sciences. I had to be a bit more careful, plan a bit more thoughtfully, but I certainly didn't need to dive into a text book, and the rewards gained from major accomplishments were that much greater.
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Spaceplane Plus textures
klgraham1013 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
Opps. Didn't realize I was looking at an Mk3 part. Still, I think we have reason to ask why the Mk3-Mk2 adapter doesn't match up to the Mk2 parts. Honestly, I think we've got plenty of ground to stand on. I complain because I love. -
Spaceplane Plus textures
klgraham1013 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
The parts were already made. They could have just thrown them in without any changes and I would have been happy. Yet, some how, the cargo bay (on both, Mk2 and Mk3 amazingly) almost didn't make the release. I can only assume that PorkJet must have been told to redo the models and/or textures from the point he was brought in. The Mk2 docking port is certainly a different model. Which again, begs the question; why the variation in textures?