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KSP2 Release Notes
Everything posted by RoverDude
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I expect the TAC stuff remains wherever they put it, until/unless someone makes an alternate config
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Thing is, FC. It's not broken - it makes perfect sense from a narrative standpoint. I totally get that you do not understand/accept this, and made an entire mod based on the fact that you do not agree with the narrative that is part of the game designer's vision. Rock on. But I don't think either of us is going to convince the other of changing their position (I for one, totally get why Felipe did it the way he did, and agree with it), so we can agree to disagree.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ok - yeah, that is by design. The parts are situation-dependent -
While off topic, I find this an interesting topic in itself. KSP is, first and foremost, about the Kerbals. The endlessly optimistic little guys who succeed through sheer persistence and total disregard for safety. This is not, as folks have said many times, primarily a simulation. It's a narrative - a story. Where the Kerbals are the protagonists, and should rightfully be the very first experience you have in the game. I totally get that you disagree with that, but that does not in any way diminish that it's the lens through which the gameplay elements are designed and developed. Heck, I expect if Squad released a game called 'Kerbal Bomb Disposal Program' we would all immediately know precisely what that game would look like. The Kerbals, I expect, contributed far more to the success of KSP than the Space Program part. Though the two combines far surpass the individual components. So while you may have an opinion on whether you like the Kerbal-centric nature of the game, it does not change the fact that that's pretty much what it is. It really IS all about the Kerbals. (Now switching to Life Support) It's why I did my life support as non-lethal by default (tho there's an option for death - boo!). Within the context of that narrative, where the player is the protagonist in the story of the Kerbals, having an unsupplied Kerbal just get grouchy, but leave open the opportunity for rescue, makes sense. It provides a self-spawning objective for the player, and fits well within the canon that has developed around Kerbals. Just my $0.02.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I have no idea what you're talking about tbh - I have never had an FPS issue. I'll be revisiting this, but I have ideas Sorry, this is just too vague and all over the map for me to work with. Let me know specifically what is not working, and provide a screenshot. Sure, just do it via MM so you don't have an issue when updates come out. That being said, Karbonite engines are pretty nice given their fuel density and their thrust which is still insane, and their ISP was not nerfed -
Nah, no retexturing I'll whip up an appropriate model.
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Strongly considering it (A radial tank that is)
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Correct - the pioneer modules do a straight, very simple conversion of mulch to supplies. Organics are inferred (I only use those when I have a two-step process).
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You'll have another node incoming - Colonization (which is for my upcoming Mk-IV modules). Just testing it now I expect MKS will be the worst of these since it has the most unique bits.
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Another addendum - moved Off World Manufacturing up to the rest of the construction tree as part of the path to orbital assembly (i.e. EL)
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Not sure if ones beyond first launch require a Kerbal - that's a KSP thing not an SR thing Those got deprecated in favor of the truss and assembly model (which I find a lot more fun!) Yep, I have plans on fiddling with this with KIS Yep I use them for lots of things. Will also add a few new parts as time allows. Re RealChutes - I take pull requests -
Squadcast Summary (2015-05-02) - 1.0 Outbound Edition!
RoverDude replied to BudgetHedgehog 's topic in KSP1 Discussion
And yep, the drill rate is significantly affected by your engineer present. You can still drill without one, but it will not be nearly as efficient -
ISRU converter can't make Xenon?
RoverDude replied to Foxster's topic in KSP1 Gameplay Questions and Tutorials
Not an oversight -
@Nertea - I'll be tossing in a pull request in a bit, essentially I am adding a storage and logistics node at the bottom of the tree to take folks through all of my tanks, containers, logistics modules, and capstoning with the MKS hub
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Working of the Mobile Processing Lab after 1.0
RoverDude replied to Foxster's topic in KSP1 Discussion
One scientist is fine but research will be slower. -
Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
In 1.0.2 your biggest change is a significant reduction in ore production based on engineer level. -
Correct, asteroids are limited
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Nope, abundance based, they do not deplete
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Nope /10char
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope, use the stock 0.625m engine First Launch requires a Kerbal (and IMO rightfully so) -
I really can't understand a word you say, so I shall no longer try
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Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Actually, Bob Fitch put up a tutorial on this: Thanks!