CjStaal
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Posts posted by CjStaal
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Or just add it on to one of the informational plugins?
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Will this automatically store the data in the capsule?
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1 minute ago, tater said:
Eat lunch at home one day. Or have a couple fewer girly coffees (any that include flavors/ingredients other than "coffee") for a month. Or get a job if you don't have one.
So, "no."
I make mucccch more than enough money to purchase it. But it's the principle of it. We all helped test the game in early access. We were the QC team basically. Found bugs and reported them. Dealt with random crashes. And so much more. We should be rewarded for that. At Least everyone before .5
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1 minute ago, Alshain said:
Personally I think anyone who helped them by testing their product while it was in early access should get it. But I already get it free, so maybe I'm not one to talk.
Exactly.
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Just now, Rocket In My Pocket said:
The deadline has been set, it won't be changing.
They move it for you, and then next thing they have to bump it to 2014 for someone else, and then 2015...etc...
Consider this your chance to to show your support again by purchasing the DLC's.
I'm not purchasing anything anymore. This is all false goodwill that's screwing the people who supported them when they needed it. Plus after people buy DLC then they'll push more and add microtransactions. "100 Maneuver nodes for just 39.99!"
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Just now, Casualnaut said:
No no no no, were talking 2011 peeps.
Well then they should have cut off at the end of 2011. But that would liquid off too many people. The fact is right after May is when they started making the most money/getting the most customers, so they don't want to include them.
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Just now, Casualnaut said:
Listen man, they are including the DLC for the people who were with them since the start of KSP.
Yes. I was here since the beginning. June 2013. That's when popularity spiked.
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KSP's popularity/sale spike happened right after May of 2013. Which is why they're choosing to give the DLC away for free for the people who purchased before that date. It is false goodwill. The people who bought after that in 2013 are the ones they got the most money from when they needed money the most. Because of this, all 2013 purchasers should also be included for the free DLC.
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On 3/17/2017 at 9:30 AM, Woodstar said:
Why april, why not just 2013, Kinda makes me mad, made my purchase Dec. 2013.
Edit: nice one on the word change. wouldn't want any of our resident children seeing any curse words. HAHABecause that's right before the spike of purchases. It's appeasement to us "oh they aren't loveing us at least" when in reality it's an extremely small percentage of people who bought before that. I bought in June. June is when it spiked in popularity.
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http://phys.org/news/2015-07-perturbative-method-gravitational-n-body-problem.html
Would this help to create true Nbody simulations in KSP? Lagrange points and all that jazz?
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All cyclers do have a serious flaw. In order to transfer fuel, crew, cargo and whatever you'll need to dock. And to dock you'll have to match velocities. If you match velocities with a cycler to for example Mars you will be on a trajectory to Mars. Since you've already spend a lot of fuel to get into that trajectory it makes a lot more sense to stay on that orbit and actually go to Mars yourself. Why would you waste another great amount of fuel to stay in Earth orbit?
Because you're using a much smaller ship to dock. You're saving fuel and gaining space. [pun intended.]
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ITT people who took a philosophy class vs STEM majors.
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They have stopped some atoms from vibrating for milliseconds.
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Actually, there is one
WTF are you talking about? Mods are already centralized, they all go in GameData, in their own folder
The only mods that require other mods to work state so VERY clearly. And they either redistrubute the part of the mod themselves, so you don't even have to click a link and download something else, or they provide a link to the other mod. Big deal, now you have to download and copy paste 2 files to the same spot, instead of one. And you don't even have to bother about merging the redistrubed part of a mod with the rest of the mod if you already have it, cause that happends automaticly when you tell it to paste
Also: A mod manager doesn't do anything to stop dependencies. Look at Skyrim's mod manager, there are mods there that require other mods, and the ones that do tell you. YOU have to tell the mod manager to download those extra mods. Which only replaces the TINY step of copy pasting the thing you downloaded, with activating it in the manager
What I mean is when you want to install Mod Y but it comes with Mod x and files to add to mod x. Instead, when you try to install mod y it says you need to install mod x also, but you already have it. so it just installs the files that are needed to add to mod x to make mod y work also.
I don't think mod management will ever come from a mod. It would have to implemented in stock to gain traction and acceptance, IMO.Ideally, it would support dependency checking and known incompatibility checking, and support automatic updating from any mod hosting solution. Unfortunately, I suspect the closest we'll see is an updated version of the Curse client.
I should have added in-game mod manager. Stock.
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I think rather than having asteroids randomly smashing into KSC, after you decide to TRACK an asteroid, and IF it's on a collision course with Kerbin, you could have a contract to redirect it. The idea of deformable terrain and impact craters seems quite easy to implement to me, since destructible buildings have already been added - and it would also be useful if you crashed a rocket into the Mun or something.
The main problem with having asteroids randomly crashing into Kerbin is that when you're on a trip to Eeloo or you're doing a grand tour, lots of time passes and lots of asteroids would have crashed into Kerbin.
You're able to run more than one mission =\
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If you are at KSC and an asteroid is coming, It will get deleted while it is still more than 20k away from you I believe. Auto-delete for being in atmosphere and not being actively watched.
That's what I'm saying though. Why do that? Make it a contract to save the KSP or get the KSP destroyed and an endgame happen.
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Meh would make us have a lot less headaches. Instead of complicated mod installs with dependencies it could have it all centralized, and mods wouldn't come with dependencies on them. They would just tell the manager what else needs to be installed.
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They can threaten the KSP and destroy it, effectively ending the game, if you do not do a much needed asteroid redirect! There can also be contracts to redirect threatening asteroids with big payouts for effectively saving continents!
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As a tumbler person would annoyingly say "OMG... THIS!"
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Considering this is a heavily modded game and mods run the community, why no mod manager in game? It would be so helpful and would solve a lot of headaches and all around be welcome, even if it makes the next update take longer. People would love it and it would probably bring the support posts down a lot. So why no mod manager? Almost every other game has one. It would be glorious!
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Anyone have a compiled version?
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Yes' date=' the stock behavior of tweakable sliders is to snap to multiples of 10%.[/quote']
Ugh why would they do this? It's less lines of code to make it fully adjustable! =[
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Resource Overview v1.0.1.0 is NOT compatible. While launching a ship and clicking escape, pressing space center does not work. After clicking revert to, launch and VAB buttons do not work either.
Placing 3 sats in geostationary orbit, equally spaced via hyperedit. How?
in KSP1 Gameplay Questions and Tutorials
Posted
What would I need to type in in order to put all my sats in geostationary with 120 degrees between each one? I"m going to fly them all up there, do it myself, and then finish off by editing each one with hyperedit. The thing is, when I tried to do that with my space station, It put them directly on top of each other and blew them up. How do I go about this?