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KSP2 Release Notes
Everything posted by AbhChallenger
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My statement was to those who make the mods. If you want to use curse that is your choice. However, unless you have other means to download your mod I will simply not use them. It is regrettable but far superior to using curse.
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Just going to go ahead and say it now. I will not use curse to download any mod and QUITE a few others have stated the same thing. I encourage modders to stay away from that place and instead consider the other options to host their mod.
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Community Mod Repository and The Majiir Challenge
AbhChallenger replied to Majiir's topic in KSP1 Mods Discussions
Just want to say thanks to those who are involved in this effort. SQUAD really frakked up picking curse and I hope something made by the community will be used instead. -
Should KSP have a Delta-V readout?
AbhChallenger replied to bsalis's topic in KSP1 Suggestions & Development Discussion
Very much YES! Just have an option to turn it off for those who want to play without it. -
[0.90] Kerbin Shuttle Orbiter System v4.13
AbhChallenger replied to helldiver's topic in KSP1 Mod Releases
I don't know if anyone else has noticed. But KSO seems to no longer be playing nice with the latest public MechJeb. When I put MJ on the craft it does not see any of the stages and it tries to do burns right on the node instead of around it. -
Now-defunct-thread-that-should-not-appear-in-google-search.
AbhChallenger replied to Cilph's topic in KSP1 Mod Releases
That will be quite enough of the thread derailing over my choice to wait. My request stands. -
Now-defunct-thread-that-should-not-appear-in-google-search.
AbhChallenger replied to Cilph's topic in KSP1 Mod Releases
y u no understand i dO want tracKing station & compil3 for KSP 23.5? k thx bai I have stated that I want to start playing RT after the author has had a chance to do any kind of work with the code. Personally I would not suggest someone who has not used the mod start with a version not compiled for the current KSP and has such an issue currently? While I am not going to say "OMFG ur moD is da terribads why is tracking broken??!!11" It is still not the best thing for someone to start with. -
Now-defunct-thread-that-should-not-appear-in-google-search.
AbhChallenger replied to Cilph's topic in KSP1 Mod Releases
I do not have anything serious going on in 23.5 right now. Mostly playing around with the KSO mod. I plan on starting a new save whenever I start playing with RT2 -
follow-up optimisations
AbhChallenger replied to Nemrav's topic in KSP1 Suggestions & Development Discussion
Remember that most optimizations will have to wait on future Unity versions. For instance Unity 5 is going to launch soon. And it will take time for the game to be adapted to it. If possible tho. I would like an option (default off) to use time on rails time acceleration in low orbit under map view at full rate. This will mean I don't have to waste fuel to burn into a higher orbit just to move time. Or even have a window to jump ahead by orbit or time. -
Now-defunct-thread-that-should-not-appear-in-google-search.
AbhChallenger replied to Cilph's topic in KSP1 Mod Releases
I don't want to be unfair to the developers of the mod. It is my first time that I will use it and if there are some easy to fix issues that can quickly be resolved like MechJeb is doing with builds 198 and up. I would prefer to wait. I don't think I can wait all the way to 0.24 tho -
Many features of MJ should be in Stock KSP in my opinion. Especially Smart ASS. Think about it. Orbiter has most of that.
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The engines are so OP that I no longer even use them. (SSTO to Laythe convinced me) However please don't use build difficulty as an excuse to nerf parts at this stage of the "game" There is virtually no game in KSP right now. And won't be for quite some time. You know what that means? It means sandbox, sandbox, and more sandbox. When it is time to put everything together in the true space program mode. THEN it is time to rebalance every part in the game.
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the ion engine is way too OP
AbhChallenger replied to lammatt's topic in KSP1 Suggestions & Development Discussion
KSP does not yet have the tools to even remotely simulate a realistic ion mission. Real life missions have massive computing and mission design. Not a maneuver node and mechjeb. -
Now-defunct-thread-that-should-not-appear-in-google-search.
AbhChallenger replied to Cilph's topic in KSP1 Mod Releases
I am wondering tho. If you happen to have a chance to mess with it and the fixes are quick and easy. Would you be willing to just let loose some quick fix file until 0.24 comes around? Kinda like how Mechjeb is doing. Truth be told. I have not had the chance to use RT2 yet. And with each day I want to try it even more! (I saw it used on a few Twitch streams and it looks so interesting!) -
Alright... I now admit they are overpowered. (Single stage to Laythe convinced me) However, I still do not greatly support pushing my view on what is OP onto other players. Especially this early in development. However, It is plainly obvious that the whole kit n kabootle needs a major balance pass before Version 1. With all parts (Hopefully they add 5M parts as well) having their strengths and weaknesses for use in the space program game.
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Option to disable 2nd encounter indicator
AbhChallenger replied to rkman's topic in KSP1 Suggestions & Development Discussion
I second this. -
If the "challenge" was due to massive Unity bugs. You won't see me complaining. I look forward to Version 1 of KSP being a real good challenge. Not because you need to set a thousand hidden struts but because you have to manage cost and have the skill to land or orbit where you need to. This is a good thing for KSP. More gameplay and less bugs to make things interesting.
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The stock numbers are not set in stone. When things start really moving towards version 1 then it is time to do a complete balance pass. Not now when there is hardly any "game" to start with. And especially not because someone is a mod as was suggested earlier. (Dear geez!) And overall a big HELL NO because some folks think it is "Too easy" By that attitude Ions should not have been buffed and mechjeb should be banned right? By nerfing stock parts it is changing the game for people that are not you. In my opinion that is open and shut case of dictating how other people should play KSP in the sandbox. If KSP were not so easy to mod I could understand. Yet when "hard mode" mods are a simple unzip away there is little reason to nerf any part for those who are not yourself. And Squad did not put the SLS stats in at the last min to rush ARM out.