-
Posts
292 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by juvilado
-
Hi, i just installed ksp 1.1 (of course keeping 1.05 with al the mods ;-) ) and the first thing i noticed is although i set the better graphics option, full res textures and so, the vessel parts in the VAB or in the misssions looked better in 1.05. What am i doing wrong? Nevermind this, i relaunched the game and now it looks fine. How can i delete this post?
-
Hi, im not sure if this has been already suggested, but here it goes: When we get to land in any celestial body, we usually find that the planet or moon is a giant piece of rock (and sometimes liquid) that has different biomes but nothing else apart from that. No interesting geological active events can be seen. We might say all the bodies are geologically dead. And that is very sad and depressing for kerbalkind! Resembling our solar system, where many interesting active geological activity can be seen, maybe some simple items could be implemented: Lava lakes seem easy to do (just water with orange color and terrible heat if landed there), Volcanos (not necessary erupting lava, could be inactive or just have a lava river flowing) and cryvolcanos like the ones found in Enceladus, Titan and other icy moons. The eruptions could be just smokes of different colors (the smoke of the rocket with different color could do) depending of the volcano type and the planet itself. This geological activity wouldn't change the surface (so i think maybe it is not so difficult to implement) but would add a lot of flavor and interesting places to see to the celestial bodies. Of course this would affect the biomes, adding new or modifying the present ones. I hope other kerbonauts will also want this, and this suggestion won't fall on deaf ears :-) Regards!
- 21 replies
-
- 15
-
Active vessel when undocking
juvilado replied to juvilado's topic in KSP1 Gameplay Questions and Tutorials
I tried "command from here" before separation, but the active vessel remains the same. I know how to switch between vessels, but there are some flags and a rover nearby and the vessel i want to be the active one (a scape probe from Duna) is always between when switching. I dont have time to undock, switch and activate engines before the probe falls off and ruins the mission... I dont have docking ports on the scape probe but i think that's not relevant -
hi, a question: When i undock two vessels, how can i choose wich vessel will be the active one? BEFORE undocking
-
[1.0.5/1.1.x] Contract Pack: The K-Files 1.1.1.2 (29/04/16)
juvilado replied to severedsolo's topic in KSP1 Mod Releases
Of course you can! I found the campaing short, and yes, the ending is a little bit dissapointing. In "message ina bottle" I expected to discover more evidences that led our "heroes" to other celestial body of the system (Ike? Dres? Gilly?) and eventually through the episodes they should have to travel across and visit most of the kerbol system. Maybe in one of the episodes they could be "attacked" (at the end of the mission), their vessel became unoperative and the next episode should be a rescue mission (even against the clock!). For that longer campaing purpose, i think Mulder and Scully should keep their earned experience (i notice they dont), keep them with a fixed specialization (Mulder=Pilot or Engineer and Scully Scientist?) and remove their "tourist" status. If you want me to advice or send ideas about further episodes, just tell me. This mod has great potential, and it is quite funny as it is right now! One more thing. I had to research a lot of science to start the mod, and i dont really think so much tech is necessary. For attracting new players, i think Episode 1 could be available as soon as the first jet is researched. And the last thing, i want to give you endorsement to raise your reputation, how can i? -
[1.0.5/1.1.x] Contract Pack: The K-Files 1.1.1.2 (29/04/16)
juvilado replied to severedsolo's topic in KSP1 Mod Releases
I just finished the K files! I really enjoyed the "message in a bottle" pursuit, SPOILER ALERT i had to catch the probe before it left the kerbin SOI! The mod made me make an effort in atmospheric flight, precision landing and race against the clock rendez vous! I look forward for a new campaign. SPOILER ALERT I wish we could keep Mulder and Scully as kerbonauts as a reward :-( Anyway, congratullations for this mod! -
[1.0.5/1.1.x] Contract Pack: The K-Files 1.1.1.2 (29/04/16)
juvilado replied to severedsolo's topic in KSP1 Mod Releases
Hi, i finished episode 0 but can't start Ep1 as i see i haven't researched "turbofanengine". I recently researched "Supersonic Flight" that has the j-404 afterburning turbofan, but the mission isnt still available. what tech should i research then? Or it is some bug? -
Hi, im having an annoying bug with Vix. When i try to land, the vessel stops just above the surface and can't reach it, Tried different landings with same result. Does anybody know what can cause this and how to solve it? Thanks in advance Well, its happening in valit too (i used Hyper edit to try a different planet) and i guess its going to happen i every other new celestial body? I have 1.05 installed, with some mods, but i dont know if it is a mod compatibility issue, or it is because x64 version or some texture problem. Ive noticed a new called PQS maps, i dont know how to use it or if it has something to do with the problem i have. Please help me!!!
-
Removing "experimental" label to a part
juvilado replied to juvilado's topic in KSP1 Technical Support (PC, modded installs)
Yes the part was unlocked after i had enough scy pts, but it's still marked as experimental. It was marked so before adquiring the scy tech and still is. It doesnt affect gameplay as i can use it without problems, but i would like to remove the blue color of the part in the VAB and SAS -
recovery distance bug?
juvilado replied to juvilado's topic in KSP1 Technical Support (PC, modded installs)
Ok, it was due to Kopernikus , they solved it in newer releases. -
Hi, i have a silly issue, maybe you can help me removing it. I have one engine marked as "experimental" because i had a contract for testing it. Somehow, due to mods installation, the contrracts got reseted, but the engine keeps appearing as experimental in the VAB ans SAS. Do you know how to remove the label ?
-
Hi, i wonder if there is any tutorial regarding the creation of new planets/moons. I would like to be able to create anew, if it is not very hard. Can you give me advices of what programs do i need and/or how to edit ksp in order to do that? Thanks
-
Agree :-) In addition, in this game each player marks his or her own goals. My ultimate longterm goal would be to visit all the bodies (with outer planets mod included) and eventually to have some posts in them; for that, the science is not a goal but a mean to achieve it, so i prefer all the science is available sooner than later for building ships that can reach the outer and less accesible planets.
-
More Gameplay features
juvilado replied to Noah_Blade's topic in KSP1 Suggestions & Development Discussion
I think the game is difficult enough and we fail often enough to add more chances for a craft to fail, although this is a realistic option, id never consider it for most players, just for masochists!! -
Well, if the tech tree would be expanded with near future technology, solar sails and so, well, with a very big science cost, and there would be outer planets (outer planets mod, hehe) later science points would be useful and missions to jool and beyond for science would make sense. Anyway, science reward and tech level are not really connected in real life. I dont see how a surface sample of Mercury could help us building better engines, so the idea of milestones suggested above is not bad at all.
-
Hi, i have an issue with recovering vessels, maybe a bug. I just recovered a test that just splashed down really near KSC, it dudnt fly any far at all. But when i recover the probe, ut says it was recovered 942.5 km from KSC!!! and only got 54% refunds. It is not the first time it happens to me. Do you know anithing about this issue?
-
Hi, i think this is just a game issue, and maybe related to bad programming or optimization but im not sure so i ask. Lets say i build a two stages rocket, first of it is an air taking engine with its own pilot, the second stage a conventinal rocket with its pilot. When i reach 20km i decide to decouple and ascend with the conventional rocket while the first stage deploys several parachutes for a safe landing (the two ships are manned, so none of them is debris i would swear) but soon one of them (when some distance between them is reached i think), the one im not flying, just vanishes forever. It doesn't happen while in orbit, i wonder it only happens in suborbital environements(?). My question is: is there any way to avoid this? If not, a reusable air breathing first stage is not viable due to bad game developpement :-( Any suggestion, advices or oppinions about this? Thanks
-
Hi, for all the contracts that require an antenna i always use the cheapest and lightest one. So i almost never use the others, because i dont find them useful in almost any situation. So in order to give them more presence in the game, when a contract demands a vessel with antenna, it could specify the antenna type so sometimes we had to add an different one...
-
Hi, i don´t know if this has already been suggested, but for adding some flavor to the game, and if the game developpers considere Laithe atmosphere is breathable, after having runned an atm analysis with the appropiate device, Kerbals could remove the vacuun helmet or entire suit. For future life preservation implements, i supose Laithe will be an oxigen source, so why not start with some details like this?