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Everything posted by Sky_walker
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It's not a greedyness - it's just how progress works in the game. Look: point 5. True. If you build a large lander with lab and very few science instruments - it will be beneficial. Though this way you're also missing on a contracts and, well, let's face it: how many players make a landers with science labs? I'm not a veteran. Just started this game month ago. And I'm swimming in resources. There wasn't a single post I recall when someone would actually complain about bankrupcy (just one guy intentionally forced himself to bankruptcy - but that wasn't a normal gameplay) - all these people you talk about complain about having low amount of cash, and it was like 5 of them on this forum from what I remember. That's overwhelmed by a few dozens of posts with people complaining about the amount of cash they swim in and how game gives way too much resources to the player (that includes also science). Examples? Something from today, right on top of the general discussion forum: 1 (new player) and 2. People still got weird habits from previous versions like building mega-rockets to do simplest tasks, or sending ships capable of orbital flight to do an atmospheric or sub-orbital missions. It'll take some time till everyone who played an old version of the game will switch to the new one. Both are factors in the equation, but as long as you have positive reputation - going through the tech tree is the best way to progress in finances and the reputation. I don't know how you made that up, but it makes no sense. And it's not a rant - just stating what I see in a game. So.. you use processing lab if you want to be inefficient? It's like a crippling factor in a game - and playing while crippled is suppose to be an 'angle on playing KSP' ? This only reassures me that MPL is a broken part that requires significant rework.
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Only you see: It's nothing a new player can figure out on his own. You usually, if not always, want all of the science as soon as possible. It's much quicker and more efficient (though more expensive... might be more expensive - lab costs 4k) to simply return the lander back home than land it on a space station, drop experiments, then wait till enough stuff is onboard to make it worth while to send the lab back home. There's a huge abundance of money and science in the game so any savings you might have done thanks to the processing lab - are meaningless from a gameplay point of view. New contracts system made it even more important than ever before to progress through the tech tree as quickly as possible, because this allows you to get more contracts, and therefore earn money more quickly. So delaying the whole process by gathering samples in a lab on the station is even more pointless than before.
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AFAIK: Processing requires 2 Kerbals onboard to get full bonus. If you have any Kerbal on your ship - you want to bring him back home. If you will bring him home - you might just as well skip the processing lab all together and bring the materials back long with Kerbal for maximum science points. Sorry, but processing lab in a current form makes no sense. It'd need a huge revamp, not just an increase of a percentage reward for transmitting.
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How would anyone actually build a space elevator?
Sky_walker replied to Red Dwarf's topic in Science & Spaceflight
The essential part is tether. We can't manufacture any suitable material in quantities required for this sort of enterprise. Anything that we can build would tear itself apart under it's own weight. Read: specific strength, "Breaking length" column, you are looking for something longer than 40 000 km. It needs to be behind GEO. We're talking here about over 35 786km. If it'd be on a geostationary orbit - even a weight of tether itself would be enough to pull your asteroid down from the GEO. However if the asteroid is beyond GEO - it works as a counter-weight balancing whole system -
Let's fix the water, shall we?
Sky_walker replied to quasarrgames's topic in KSP1 Suggestions & Development Discussion
That pretty much sums my feelings on a topic (it's quite surprising considering that Unity can generate really beautiful water - so it'd be cool to have as an optional setting for those running high-end PCs) As for building ships or (lol) submarines.... well... I couldn't think of anything more niche. If anything - it can be added after the game is completed, cause TBH: I doubt more than 1% of players ever have done anything alike. -
Oh man, this contract should appear each time player goes below 100 funds left. In case anyone ever tries to make any exploits related to bankrupcy - this will be his punishment.
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Don't know about cancer, but heating your balls is deadly to sperm. Perhaps your mum just wanted to have a grandchildren.
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What will happen if Skylon succeeds?
Sky_walker replied to MrHappyFace's topic in Science & Spaceflight
Fair enough -
What will happen if Skylon succeeds?
Sky_walker replied to MrHappyFace's topic in Science & Spaceflight
Yep. I thought so. And Skylon is not just a paper - they already made a small-scale test of engines, and work now on a large-scale engines with ESA. As ESA said: -
What will happen if Skylon succeeds?
Sky_walker replied to MrHappyFace's topic in Science & Spaceflight
Source? Or you're just expressing your personal opinion intentionally making it look like an indisputable fact? -
0.24 Some feedback about contracts and funds
Sky_walker replied to Azunai's topic in KSP1 Discussion
Koscosmos is. And now we at KASA must save them.... -
0.24 Some feedback about contracts and funds
Sky_walker replied to Azunai's topic in KSP1 Discussion
No free stations, please BTW: It'd be good if "rescue kerbal" missions would actually check if player ever accomplished docking on the orbit. Cause if I'm not mistaken - I had this mission available even before I managed to send any ship on a stable orbit (all I did were sounding rockets reaching ~80km). -
I have to ask - about 0.24 and contract gameplay
Sky_walker replied to tjsnh's topic in KSP1 Discussion
These can be completely skipped - and you still will have enough money to build space stations / inter-planetary ships. -
I have to ask - about 0.24 and contract gameplay
Sky_walker replied to tjsnh's topic in KSP1 Discussion
You must be doing something wrong, cause on a day 3 I already had 2 large rovers roaming around KSC, and send a huge (successful) asteroid capture mission with enough money in a bank to either afford another one or a space station. I also have 3 unmanned probes on an orbits: 2 around Kerbin and 1 around Minimus. I don't know.... perhaps you are simply overengineering? Eg. most of my contracts were completed on a base of a ship that was nothing more than a capsule, chute, 2 fuel tanks and an engine - with small modifications it can accomplish pretty much every mission in Kerbin - atmosphere or sub-orbital flight, which happens to be almost all of the contracts in an early stages of the game. (BTW: I didn't use any exploits described below in my game) That puts you in an unique situation - as in this game you cannot go bankrupt - simply take all of the contracts you can, buy items for money you had, put them around KSC, then cancel all of the contracts and reclaim your ships. This way you'll get money in an instant. More tedious alternative is to build ship for everything you have, put it on a launch pad, and then reclaim - it'll give you some small bonus amount of money. With a clever keyboard+mouse macro you can pump money indefinitely. Funds system in KSP is broken to the point where it's pointless. You will always have money no matter what, so the devs basically spend 4 months preparing system that only adds another clickfest to the game with no real depth or choices involved. -
I would say that necroing threads in this section is perfectly allowed if not to say: encouraged. Otherwise we'll keep on getting new topic on exact same issues with exact same arguments repeated over and over again. Pointless and only fills the forum with garbage. It's much better if people bother to use search function and necro something old.
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How do I complete a rescue contract?
Sky_walker replied to cdgarren's topic in KSP1 Gameplay Questions and Tutorials
Same here. Docking is more intuitive. The only thing I had to do for it is to find the RCS controls - everything else went fine (though it took few attempts). IMHO the best way to fix it would be by adding right-click menu to Kerbals with "switch to" option (that's the first thing I looked for, but there was nothing) - alternative would be to add "grab" option while in EVA close to another Kerbal - it'll hold him and then, when you are close enough to the ship doors, it'd automatically put Kerbal in the capsule. -
Search for undocumented changes and features of 0.24
Sky_walker replied to Sky_walker's topic in KSP1 Discussion
Nope. I got 95m tall light post and it works perfectly fine ( It's got a ladder - so you can climb on it and do bungee jumping with no bungee! ) -
As far as I'm aware - Pawelk198604 just picks some extremely unusual cases or curiosities and makes posts about them injecting his own twisted views on the matter. Just look at his posts history. What you are trying to do is like judging intelligence of Americans based on this video: Dude, you're talking out of your arse. Nothing you said in this entire post got anything to deal with reality.
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0.24 Some feedback about contracts and funds
Sky_walker replied to Azunai's topic in KSP1 Discussion
* Totally agreed. It used to be bad before contracts, but now? It's a joke - not only tech tree requires little bit less science to research everything (why?!) but also contracts give you additional science that wasn't there before. * Agreed. Though IMHO there are highest priorities than that (eg. the one above) * Yep. Another obvious bug / problem. * Yes, please! * Some people speculated it'll hit the release - sadly it didn't :/ * Would need to have a check if you're running out of fuel / got an empty station with crew capacity. But: yes, please. * Perhaps as a high-end contract. Something to use Klaw with * Yea.... that would require some objective... eg. move from KSC to the shore, or something alike. -
Show me screenshots showing when you have earned your first million! Rules: No cheats, no debug mode, no infinigliders, no bankrupcy exploits, no cancelled contracts. We'll have 2 categories: Stock - No mods (with exception of mods that don't affect gameplay, like EVE or DistantObject - no FAR, no MechJeb, or no B9, no Kerbal Engineer Redux or anything alike) Modded - Free for all (any and every mod is allowed) Deadline: 27.07.2014 (Sunday) evening. You have one week to make it happen I'll make a summary after work on a Monday. Leaderboard: [stock] Will be added on 28.07.2014 [Modded] Will be added on 28.07.2014 Submission: Screenshot needs to contain your in-game date along with amount of money you own. KSP Forum name: Mods: [COLOR=#696969][FONT=arial]Stock / Yes, or list the mods you used[/FONT][/COLOR] Date: [COLOR=#696969]Y1 D1 01:00[/COLOR] Funds: [COLOR=#696969]1 000 000[/COLOR] [COLOR=#696969] <<IMAGE>>[/COLOR] Notes: [COLOR=#696969]anything you'd like to add [/COLOR]
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You call it funny fraud - I call it pointless feature. Cause that's what it is: 4 months spend on a 2 big features that are basically: meaningless to the gameplay and only introduce additional clickfest cause in no way it limits anything you can do. SSTO, reusable components, etc - are just a waste of time, cause any reward you get from them is meaningless in comparison to what you can get while being bankrupt.