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abowl
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Everything posted by abowl
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
abowl replied to cybutek's topic in KSP1 Mod Releases
Hi, i use this plugin when creating my crafts. But every time i put on a parachute i wonder if it is enough to slow me down enough that it wont crash into the ground. Can kerbal engineer have something like this? A way for me to check wether my parachute are strong enough or that i have enough to sufficiently slow the craft down. Do you know what im talking about? Nothing worse than losing your ship or parts of it because the parachute didnt slow you below 6-7 m/s -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
abowl replied to Ven's topic in KSP1 Mod Development
I think you just delete the parts in Ven that you dont want -
aye, i got that problem as well. Paul said to use another version of Kopernicus, while you wait for an official fix.
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When do you think 1.1 release will be?
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Hello Players, What type of program or tool if any do you use to name your ships?
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Stock toolbar integration would be great
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Cool concept. By the way why does it require toolbar?
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Ye, i have that mod. Its great. Unfortunately there is no engineer on board. I will have to send a new one. Am looking for any suggestion to avoid this. Its the 3rd time i try to do this Ike Rover contract. And even this one failed because i forgot a docking port. It sucks big time.
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Hi all, This is rather embarrasing. I currently have a vessel orbiting Ike that is supposed to detach a rover for the surface. The only problem is i forgot to put a docking port in. So i cant detach it. I am looking for suggestions for what to do. I thought about changing the kerbal on board to an engineer via the save file, and hacking in a screwdriver as well. But that seems complicated and risky, potentially jeopadizing the save file. I also thought about editing in an entire new craft. But not sure how to go about that. I am basically looking for any help, before i send a replacement craft. Thanks in advance:) Dearest KSP Noob. PS. To whom it may concern i included a picture of the craft. There is supposed to be a small docking port or decoupler between the Probe core and the small fuel tank on top of it.
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Hello folks, I was wondering if any of you guys have tried an EVA in first person? I was kind of amazed when i tried it the other day. The implementation was actually quite clever too. Hit C while on EVA and get first person mode. If you have KIS installed, you can even see the screwdriver etc. if you have that equipped. Well, i was orbiting kerbin and floating just above it in first person EVA was much more intense than having the camera view from behind a kerbal (who also happen to be blocking the view.) I hope the devs would be able and willing to implement something similar so everyone can experience it and not having to install a mod for it. That is all.
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Hello, Is there a way to have a kerbal be both a scientists and an engineer? Or Scientists and pilot, or all 3 things? What if when a kerbal reached level 5 you could chose an additional trait for him? This way the kerbal leveling system will have more depht and there will be a reason to reach level 5 (right now, afaik, after level 3 you dont get much additional perks.) To be honest, the problem i am having is i end up with way to many kerbals on mission, i know i can upgrade the astronaut complex, and get unlimited amount, but it still got me thinking what if kerbals werent limited to just 1 trait? It seems that gaining an additional trait at level 5, is a nice fit, although with a few challenges to implement. Perhaps mostly UI related. What do you guys think?
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Hello, i apologise if this has been asked before. But i have trouble keeping my satelites in sync. The problem is that the orbital period wobbles, or flickers. I can never get them to match 100%, so after timewarpning the satelites are significantly out of position. How do you guys combat this problem? Is it just something i will have to live with? Thanks in advance.
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
abowl replied to Nils277's topic in KSP1 Mod Development
Whoa. These parts look pretty ..... -
Is KSP's timewarp system flawed?
abowl replied to abowl's topic in KSP1 Suggestions & Development Discussion
You say this as if its not important - - - Updated - - - Ultimately this is a game, and what takes time is planning the mission, building the spacecraft and planning and executing the manouvers. The time you spend warping to the next manouvre or the SOI change is down time. And there should be as little as possible in a game imo. - - - Updated - - - I know this is a game so the following example can be taken with a grain of salt however i still think it applies. In Stanley Kubricks 2001 Space Oddysey alot of time passes between some of the scenes, and they tell the viewer this eloquently but fading out and fading back in. The user/viewer understands that time has passed. And thats all you need. -
Is KSP's timewarp system flawed?
abowl replied to abowl's topic in KSP1 Suggestions & Development Discussion
Are you kidding? With kerbal alarm clock and the current time warp system that IS the overcomplicated way. If you could select a point in orbit and have the game load up at that point, seems way simpler. 2 clicks, brief load and you are there. Imagine loading up next to jool, and have the game slowly fade it, that would be amazing. I dont think deterministic means what you think it means. - - - Updated - - - Is this really cause for concern? It doesent seem neccesary to take into consideration because it doesent seem like its the goal of the player to intercept the muns SOI. I have seen the pictures where people try to get into as many SOI as possible, for a nice picture, but this can still be done. And i dont see why you wouldnt be able to jump to any point on that trajectory. When you think about it, this makes gravity assists more rewarding as you can skip the time warp once you have finally gotten the correct manourvre up and executed it. - - - Updated - - - You do realise this is taking place when you timewarp, except it has the graphical overhead as well, which arguably makes the simulation slower. -
Hello, Is the timewarp system flawed? What if we could jump time instead? How many times have you overshot something because of the timewarp system? What if you could select a point in orbit and jump time instead. The game will fade to black, and fade in immidately and you will have arrived at the destination. Of course time and the the game will have progressed, planets will have moved etc. But you are free from having to speed up time and slow it down at the correct time. With a mechanic like this, it opens up for much larger solar systems. It opens up for the posibility of adding galaxies. Bodies that are decades away. And it wont change the difficulty of the game. You still have to plan your mission, bring enough fuel, equipment etc. and execute the proper manouvers at the correct time. But getting to the manourvre points and end destinations will be smoother, and the size of the game could expand where you have multiple star systems because you would be free of the time warp mechanic which can only go so fast. One of the reasons multiple star systems havent been added yet is because it would be hundreds of years away, and doing that kind of time even at maximum timewarp is going to take alot of time. I guess what im asking is, what are the benefit of a time warp system, rather than a jump to time system?
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Im sorry for the spam. I have another suggestion. Since the contract rewards are usually pretty low when it comes to reputation. I mean, in the beginning they are. They are even low when it comes to rewarding science. Adopting policies that increase by percent is meaningless. 10% of 1 or 2 is not even 1. So you get +0. Have you considered making policies that give a flat bonus of +1 for example to all contracts. For example +1 reputation to all contracts. It opens up for grinding the While landed at kerbin Contracts if you want to get reputation. Do you know what i mean? May i sugest the Live Feeds policy, instead of giving +5% reputation just give +1 reputation on all contracts. Because +5% doesent give you anything on most contracts. You understand what i mean? Thank you. Last but not least may i suggest you rename the mod? It will help it get significantly better exposure. A simple name such as "Better administration building" will make more people click to find out what the mod is about. That is all.
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Well this mod is great. I actually upgraded the administration complex and am using strategies now, i never bothered before:D But it would be nice if i can see which strategies conflicts with others.
- 63 replies
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Interesting mod