imdying
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Everything posted by imdying
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Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
imdying replied to KingTramp's topic in KSP1 Mod Releases
#175 pretty much outlines it. I would like to make it a multiplayer mod, one person as Houston, one as Kerpollo. -
You\'re trying to hose down a building that has already fallen in from the flames. If you want to be an effective moderator, go back to the root cause; tell Nova to take his inaccurate off topic troll post somewhere else.
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Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
imdying replied to KingTramp's topic in KSP1 Mod Releases
The sixties would be great. -
Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
imdying replied to KingTramp's topic in KSP1 Mod Releases
Does anybody have in their squirrelled away resources, a picture of the \'main control room\' at Houston, or something similar? Maybe pictures of the telemetry gear? I have a telemetry system sorted for another monitor (so \'two\' people can play at once, one as the \'crew\', the other as \'Houston\'), but rather than magic some sort of UI out of my arse, it would be nice if it were Houstonish, if you dig? And before you ask, no, I have not yet set it up to allow remote control (i.e. Houston does the steering etc), although obviously that\'ll be next. -
Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
imdying replied to KingTramp's topic in KSP1 Mod Releases
Oh, but no *real* joy on the shroud/panels. The new ones do what they\'re supposed to for sure, but they\'re not what I would call perfect. Mun rover is hard out though... I was surprised plugins would allow for something that flexible but hey ho there you go. -
Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
imdying replied to KingTramp's topic in KSP1 Mod Releases
The new one is pretty sweet. Everybody dies after 6ish days (out of oxygen). Legs retract and extends as they should. Parts rebalanced, better graphics, reconfigured RCS system (finally!) The LES is fantastic, but still needs a tweak (IMHO), so will be probably changed to a plugin as well. -
Many people will never move onto .14 onwards
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Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
imdying replied to KingTramp's topic in KSP1 Mod Releases
He\'s a busy man with a lot of interesting hobbies... Might\'ve taken offence to being called a hater by some child and found better things to do with his time... I\'ll ask him. Could also be that he\'s just quite unhappy with it, and has dumped it till he can sort it out properly. The new Kerpollo definitely puts the old one to shame, it\'ll be pretty schmick when it\'s done. -
However the effect is done (intentional of not), I like it for sure, looks great.
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Pretty cool man! Couple of little additions for ya: - When you select a module type from the bottom left list, it would be good if that name appeared at the top of the table. - When you view a part, it doesn\'t tell you who the author is anywhere.
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I love it! Could this be the single best addon ever made for KSP??!
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Remember, not everybody is a 10 year old with hours and hours and hours to burn playing the game. I play GT5 maybe once every 3 months. When I do, I want to drive the fast cars, not the bullshit cars, I don\'t want to have to spend months getting those cars. That I have to \'earn\' something in \'game\' that I paid money for, that\'s just bullshit. Not everybody is a 10 year old with untold amounts of spare time.The value of the dev effort will be judged on what the users do with it once they get it. You have the idea that playing the game any way other that how you think it should be played is abuse. It\'s not, it\'s just different. Some people think playing KSP vanilla is just a waste of time. Those people aren\'t wrong, they just have different goals to you.
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Reread what you quoted Tim.
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Nice. Check out my node (fx) work on the Death Star on Wednesday night... there\'s some big arse numbers in there to make the laser work
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There\'s no good reason for that. If you disagree, then we\'ll have to take Foamy\'s suggestion and talk about it elsewhere.
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Totally mate... this is a big sandbox and you\'ve given us a bucket that produces kick arse sandcastles without the mucking about.Bravo I say! /edit: If I\'d have been a creative enough thinker to have thought of this first, the community would have a much better tuned Kerpollo... it was only the shear number of mun runs I had to make during testing that put me off tuning the fuel/thrust further.
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I can\'t understand why you think this? Probably because a lot of the balancing controls are unavailable to you?Plenty of ways to handle something like this... e.g. Given the distance between the nodes, this part is 2000km tall, which will give it a base price of say 4000000000000 kredits. Something along those lines should seal that exploit up just fine. It\'s a little insulting to the devs to suggest they\'re not capable of developing a balancing system to handle items like this
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That\'s a bad side? Somebody gets something which makes the game more enjoyable for them, and that\'s a bad side?
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Yeah, lag off the launch pad would be my only bugbear. They did great work on the last revision in regards to fps, so things are looking pretty rosy
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KCST present: The FANTASTIC FuelFactory
imdying replied to XSP-Xenon Space Programm's topic in KSP1 Mod Releases
Once we get vanilla parts that aren\'t mere placeholders, and a campaign mode of some description, then you\'ll be able to call some balanced or not (even then still not \'cheating\', just not campaign balanced). At this stage we should be looking to encourage people to try everything they can. It\'ll expose weaknesses in the code base, and ferment ideas, ideas that might not have occurred to the dev team yet. There There might be a better way to \'play\' the game, lets not shut ourselves off from those any concept by being narrow minded, elitist, or selfish. -
KCST present: The FANTASTIC FuelFactory
imdying replied to XSP-Xenon Space Programm's topic in KSP1 Mod Releases
Rubbish. Cheating at what? It\'s his sandbox and he can play in it how he likes. That he should be generous enough to want to share that experience with others is something you would do well to be grateful for. -
KCST present: The FANTASTIC FuelFactory
imdying replied to XSP-Xenon Space Programm's topic in KSP1 Mod Releases
When I\'m ready. -
Once we get some sort of idea about how the game is going to be played (big picture), then that\'ll make a big difference to how you decide on limits. Like C7 says, you don\'t want to be lag it out when there\'s a ton of parts on the screen, but maybe that\'ll never happen in the regular course of the game, and it\'ll only be possible in sandbox mode. If that\'s the case, then it depends on whether your pack targets campaign or sandbox. But we\'ve not be told much of anything, so there\'s nothing to aim for. For all we know there\'s not going to be a campaign or sandbox mode. Just make whatever you like, currently it\'s a goal-less wilderness and anything you develop could be rendered useless at any stage on the whim of the devs. In my own experience I ran out of motivation for adding detail (on a part that might be a waste of time anyway) before the poly count got high enough to worry me. I\'d like a little more direction from the devs so we can build things that will actually add value to the game as they envisage it (for example, spaceplanes... a lot have been made, but they might all be eliminated from the real game by requiring config parameters that the campaign mode will never allow, for all we know) . I suspect that vision doesn\'t actually exist as something croncrete yet, or they\'re not sure it\'s all actually \'doable\', so in the meantime we just have to be patient and hang on for the ride.
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KCST present: The FANTASTIC FuelFactory
imdying replied to XSP-Xenon Space Programm's topic in KSP1 Mod Releases
How does one cheat in a game with no direction, no purpose, no objectives, no rules, no points, no scoring, no multiplayer, and an open configuration file? You can\'t even argue it\'s unbalanced when the devs just used random values for the vanilla parts. The config file is either parsed and accepted, or it\'s not.