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Everything posted by Curveball Anders
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CCP used it for creating the EvE galaxy, and then tweaked it for gameplay. The idea of using it for interactive gameplay is still a good idea, but turning a good idea into a good game is tricky.
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This is not really a bug or issue, but maybe a way to track one down. Is there a way to run KSP without any sound at all? Not just muted but with sound totally turned off (without removing every sound device from my computer). Like a switch to KSP/Unity to ignore audio? Edit: KSP64/win10
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This is how I do play too. And the kerbonauts saved (often at least l1 when landed) are added to my program without me having to pay for them
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Hmm, given their inherent greenishness maybe Kerbals are decendants of the fungus that grew when the telephone disinfectants was blasted off to space?
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Snacks are fluffy.
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The Mk3 cockpit is intended for longer missions, it's mass is explained by the amounts of snacks stored in it.
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The problem is that it's hard to get more than 3 people to agree on what a "proper career" even is. I have no issues combining the hints from the contracts in the game with the voices inside my head. But I'm afraid we all hear different voices. If someone knew the commons answer it would have been the top downloaded mod, but so far we haven't seen anyone offering a working solution.
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That'd called sandbox and vidid imagination
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With 265 days (+/- 7) to the next Duna window I was faced with a big decision. Normally I want to proceed gradually, unmanned probes and landers followed by manned missions, but with only a 14d window (and years to next) I decided to go big and send a flotilla of ships and probes at the same time. This created a new dilemma for me. I needed a big honking mothership/station plus a bunch of probes, manned and unmanned landers and at least one return ship. But should I dock all the bits and peices in LKO and ship the entire expedition in one go or should I send them in several small packages? After pondering for some days I decided to cheat. I simply copied and renamed that career save so now I can do both Once that was done I switched over to the 'simulation save' (ie sandbox) and have started to design and test all the various bits and bobs I'll need. So far I've got the core and side extensions designed, launched and docked.
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To clip or not to clip? (Fun, pointless poll)
Curveball Anders replied to b0ss's topic in KSP1 Discussion
I don't clip because I'm an engineer focussed on function and don't give a flying duck about how a construction looks. (Well actually I do, but not to the point of clipping). -
Reinstalling KSP 1.1.3, no cloud mods ?
Curveball Anders replied to Francois424's topic in KSP1 Mods Discussions
I'm actually quite happy with cloud mods for exactly the same reasons. Clouds would kill my GPU, so if there was clouds in stock I could just pray that they would be optional. But since there are cloud mods (for those with a GPU that can handle it) the pressure on Squad to make it stock is less -
It seems that many reviewers has fallen for the "there's Trillions Of Planets Out There!" all a wee bit different. (And you gotta catch 'em all ). Aka procedurally generated. To which for the older (and grumpier) audience responds "Elite had that in -84" ... Geriatric cynicism aside it is a very nifty idea, but not easy to build a good game from. I for one find it much more fun to grind by trail and error to optimise my launcher/lander/station/whatever than to explore yet another almost identical planet. ps. And no, I don't go for 'you gotta catch 'em all', I prefer catching very few, but very efficiently ds.
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Well it's a single player game, so everyone is free to invent what ever backstory they wish
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Science in Carrier
Curveball Anders replied to BgDestroy's topic in KSP1 Gameplay Questions and Tutorials
Well if you think that grinding up all science from every biomes on Minmus and Mun is a fun way to play then I'd recommend lowering the science slider before starting a new game. You could also use the strategies and convert science gains to isk and/or reputation. But since it's a single player game with (almost) unlimited time acceleration the only rules that apply are your own. -
Mainly various house keeping stuff, refuelling, shuffling personal and such. The main Doh! was when I had was bringing 2 peeps guided by Jeb back down to Kerbin and managed to land way short of KSC. I actually landed on a steep mountain side like 1800m ASL, fell over and had to roll all the way down to about 300m ASL to find land flat enough for the lander to stop and be recovered. According to the mission report the peeps claimed that they had a 'wonderful and exciting time', despite those 20m in a spin dryer ...
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The earliest versions of Kerbal Space Program
Curveball Anders replied to KasperVld's topic in KSP1 Discussion
Will it be preceded by KSP Vista that breaks everything and a KSP 8 optimised for the touch screens used by 0.0014% of the user base? -
I have a special save allocated for "flying under influence"
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Before I regress into coding-mode I would like to ask if something like this is available. TL;DR I want to be able to list my current stash of Kerbals showing: Name (duh!) Role P/S/E/Tourist/Applicant(PSE) (rescuees, stay Applicant until landed at KSC). Where they are (coordinates not needed, just KSC/Vesselname/Planet(or moon)/EVA). What they are supposed to do (from contracts). What they have done (pref matched against above). Nice to have: Comments (as in "why did I stash this n00b pilot on this mission?"). Ability to add 'supposed to do' (as from contracts above). /TL;DR I have a bad habit of trying to be far too clever for my own good (combined with a touch of OCD) so I tend to end up with a serious stash of contracts and personal clever plans of how to optimise my flights to get maximum efficiency from each flight. In my current career save I have: 4 Ferry/Gawker missions involving 9 Gawkers combining for 6 different targets. 3 Rescue missions in various stages (some in their scrap, some rescued but not home). 5 Active Kerbonauts stashed on various Ferry/Rescue missions to gain exp while padding the crafts. Those 17 Kerbals are located in various locations (inc station and bases) around Kerbin, Mun, Minmus, Duna and one in orbit around Kerbol, All of them in various stages of their contracts/plans (and I just landed 6 other Gawkers/Rescuees back at KSC). I think I'll be able to code such a tool (I might even use it as an excuse to finally move on from C/C++ to C#) but I wanted to check that it's not already done.
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Not in any way. I'm only short of time to implement even a fraction of them.
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In my version of playing KSP it's rather: "It's not about where you're going, and not really about how you get there. But how fun you have failing to achieve either of it."
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Dres is a class of it's own.
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Even I've done that
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Jeb is just back from a job as tourist bus driver to Minmus, happy to get to do the run, happy to be back, but secretly miffed since he knows he got the run because Val was busy with the Duna missions.
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Console Patches Update Discussion
Curveball Anders replied to James M's topic in KSP1 Technical Support (Console)
Race condition? Told ya so <smug> -
I'm running a similar rig (except an i7-2600) and a GTX-570. Judging on my own experiences and watching cpu and memory load I'd say that the real big gain would be to update that GPU. Getting more RAM doesn't really do much unless you start running out. (Well, there a little gain to be had since 'free' ram is used by the OS but it's no biggie).