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AbhChallenger

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Everything posted by AbhChallenger

  1. I HIGHLY doubt NASA bureaucracy affected KSP in any way shape or form.
  2. That is dictating how other people use the stock sandbox over even Squad in my opinion. And worse it is dictating how they use the sandbox when there really is very little game to warrant such a change. And even worse on top of that is nobody has any idea what the cost of these parts will be in said parts of the game. Thankfully I see little chance of Squad nerfing the parts. They designed the part stats for a reason (Not NASA publicity)
  3. And what is wrong with that? SLS is not the "White Tanooki Suit" of KSP. It will not fly itself into Orbit unless you use MechJeb. In the game mode they will likely be extremely expensive to use to make up for their slightly better stats.
  4. The harm is the obvious unethical use of "being a mod" (If that ended up being the reason the parts were nerfed) having a higher priority in game design decisions as opposed to the community or the internal testing team. Like it has been said. The changes can be done as a mod. Instead what I am seeing is some folks wanting to nerf other people's playstyle (while there is very little game even in right now no less!) And break their designs because the stock parts are "too easy to op" according to them. This is KSP not EVE Online or World of Warcraft. The game is "Easier" right now because there is no cost to use the parts. I have little issue if the balance pass were to make the SLS parts extremely expensive after that part gets implemented in the game because that is the game part. And not the sandbox that most people use today. 100 tons to orbit should be cheaper with Orange tanks and Skippers/mainsails than SLS. That I can agree with. KSP is not finished. Even after .24 there still will be very little game compared to Version 0.75 or 1. When there is time to give plenty (months) warning that a major balance pass is coming and the reason is to prepare the game for the public and reviews. THEN lets talk balance.
  5. I noticed a bug when using SLS parts. The DeltaV display seems to not see anything above SLS parts. All report as 0 DV even though they fly and display fine after staging. Also one more request. Could the warp helper be made to work in the tracking station now that it has time acceleration?
  6. I believe it was the video interview they had with Manley before ARM launched. Point is. The main part of the game where they can reasonably say it is feature complete for version 1. Nerfing parts while most still use sandbox and use it to do stuff instead of game mode is absurd. There is not enough "game" in KSP to warrant nerfs. Just people who want a reason to use the lifter they spent a week designing instead of SLS parts. There are plenty of "realism" "uber-hard mode!" etc... mods and I am sure there will be mods to nerf SLS into oblivion. Install those.
  7. I second this. I request two features related to this. #1 Fix to the launch guidance to allow launching into plane for asteroids that have not yet entered SOI. (So we can build up craft or an armada in Orbit with plenty of time to spare) #2 A mode in the planner to intercept asteroids within SOI. (Right now you have to use KSP's maneuver nodes and advancing orbits which is kinda meh right now. I would rather use MechJeb and focus on building up many craft for the E class.)
  8. No they should not. Atleast not until the full game mode comes around (And that balance should be based on what it takes to use said parts as opposed to just breaking designs because people whine) Worse for who? You?
  9. The balance of the engines is fine. Nerfing any parts just ends up breaking designs for no valid reason. Yes the age of the orange tank launchers is likely done for now. However, There is nothing stopping you from ignoring SLS parts if you want. Now when the full GAME part (The space agency part not just contracts and money) comes around (I suspect that might not even be this year) Then it will be time to start a full balance pass. Not because people want Squad to help them ignore SLS stuff.
  10. There should be no nerfing of any parts until late in the actual game design (The full space program game)
  11. Understandable. We can be content with the ARM stuff until then. Thank you for the time you are willing to commit to this free mod!
  12. How about a "Munshine Classic" With the current hi tech designs but just the excess struts removed? I don't even mind them being given a different name if you want to prevent confusion with the new SLS style Munshines. If the issue is time to do those I can understand. However, if the team is bored perhaps?
  13. This is just my opinion. KSP is not a finished game. People should not be building saves they are not prepared to be broken by updates. Otherwise backwards compatibility will start becoming a major drag on future development. Break the old saves.
  14. Sounds about right. Personally I hope KSP will adopt some aspects of MJ in the future. The changes to maneuver nodes in the ARM patch seem to be heading in the right direction. Both are amazing stories in my opinion. I recommend giving Banner of the Stars I and II a watch if you are ever able to. Well it is a bit apples to oranges. However, I am disappointed in the path Orbiter has taken. Even if it is a free simulator.
  15. One of the reasons I can't wait to use Munshine after the ARM patch. To be frank I eventually gave up on trying to use KSPs poor strut placement system on the larger of the Munshines and just installed KJR. Question tho. Considering constructing the basic SLS design will be simple afterwards. Will you keep the current line of Munshine lifters intact? The reason I ask this is because many of the lifters just look "cool" and using SLS style for everything wont be as fun.
  16. Hello folks! I am AbhChallenger (The Abh part is the race from the anime "Banner of the Stars" not the name of some game group) I have been playing KSP for a few years now. However, I have been using Orbiter for almost a decade before that. So getting into orbit is not exactly a new thing for me. I have been impressed at how quickly the game is developing. The fixes to physics is the main reason I expect to spend a GREAT deal of time in KSP after the ARM patch. And after that I look forward to what Unity 5 can bring to KSP. Before anyone asks. Yes I do use MechJeb. The reason is I focus on efficient designs that do not waste fuel. I have no problem hand flying such designs into Orbit. (I did it plenty of times in Orbiter over the years) Yet it can get annoying and a waste of time if I am doing it over and over and over again. I hope you will respect that people have different playstyles and goals. (For instance I do not plan on using MJ for the true game mode that will be done hopefully before version 1) So a big hello to everyone here!
  17. Awesome work there! I am waiting to do a fresh install with the ARM patch before installing any mods. However, I can't wait to give the Soy-Juice a try.
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