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Curveball Anders

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Everything posted by Curveball Anders

  1. Well they said that contracts would be procedurally generated and not scripted. Getting offered odd stuff like testing a lift-off booster during re-entry or a take-off gantry on the Mün, is easy to just ignore. And it's better than 10-15 scripted contracts over and over again. Maybe not very n00b friendly and annoying for people with mild cases of OCD, but still better than hard scripts.
  2. It's a classic issue for us superior beings not condemned to use US/UK keyboards. We learn to remap 'silly keys' (as in those who is in the wrong place on a US/UK keyboard) to our personal preferences ps. As I have the bad habit of using both Swedish and UK/US keyboards, I just remapped 'em back to where they are on the inferior keyboard. ds.
  3. I ran into this with the humble testing of the LV-909, I had it activate with all four boxes checked, but I didn't activate it under those conditions. But hey, it's a 0.24 game, they might add some better explanation before 1.0
  4. While waiting for thing to settle down one can always read the story of EvE Online's famous boot.ini incident. Or in other words, things happens, esp in games that are still in early release, and it can always be worse
  5. When you forget about electricity and fail to fit batteries and/or solar panels, leaving your ship fully capable of returning to a safe orbit, but not able to execute the commands.
  6. Buzz is already in the game. Hiding under his less well known third name 'Jebediah' ...
  7. Been using my Fat Arse Münar Lander for a long time, seriously overpowered, usually gets back to low Kerbin orbit while still running on it's designated 'lander' stage :/
  8. Mine is safe back at home, ready to try sneak on to the next flight and acting mission commander at my space station. All due to a minor cloning accident using crew transfer ...
  9. The analog gauges and sliders are absolutely lovely, and the whole concept is a winner. Just image how the controls and panels on Mercury/Apollo crafts looked like ...
  10. Graphic designers, 3D modellers, audio designers, content/gameplay designers make up the majority of devs in any studio or development office. The heroic coding cowboys are almost always a minority (but most studios are yelling for more, and better educated, programmers). This is of course even more a fact if you base your game on an existing engine or framework.
  11. tl;dr Glitch in or with Crew Transfers allows for cloning kerbonauts. /tl;dr I set out to do a simple science hogging mission around Mün. Mk2 3 crew pod with a jr science lab tacked on to the manoeuvre stage. I stuck to my plan and kept out three heroes in the command module until in a stable orbit @ 30k around Mün, and then transferred Jeb & Bob (Bill (Anders) is a personal hero of mine so he was left in command). Using Crew Transfer to simplify the crew tranfers. Ran some EVA's (with Bill) and some other science stuff and then it was time for more EVA's to collect data from the modules. For some reason, that I think is a bug/glitch, I was able to do the EVA with Jeb, who was in the science lab. After collecting the data I had him store his data in the command module and then board it, and this is where the odd things start. I now had Bill and Jeb in the command module and Bob and Jeb in the science module ... Which created a bit of an ethical dilemma, since I only had resources to land the command pod back on Kerbin, with space for 3 kerbonauts, and now I had 4 kerbonauts to care for. In the end I managed to rendezvous with my KISS (Kerbin Inadequate Space Station) and deposit one unit of Jeb there, before landing safely. So now I have two Jebs after a transporter accident, anyone knows if he has a second name?
  12. Should be renamed to Songs of Distant Kerbal of course. http://www.youtube.com/watch?v=cFdfWdpkGGs
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