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shdwlrd

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Everything posted by shdwlrd

  1. I can't imagine it would be small enough to fit on/in an aircraft. Now using it as some type of weird ICBM or SAM, I can see that. Of course since the explosion FX and damage profile would be in the game, I can see a nuke mods being a thing very quickly.
  2. Yes they will. Nate did give a warning about using the Orion drive close to buildings and other ships.
  3. It seems the early game would be very similar to KSP1. Once you start getting to the middle game will things will start to demerge from what we would be use to doing.
  4. More to the point of the OP. The suggested method of taking the training of the kerbal(s) into count could be interesting to see what happens. Obviously, you wouldn't want to do a automated maneuver with an untested ship, nor something that could possibly destroy the ship without supervision. But I can't see the harm in the fact you created the maneuver nodes, and want to see how well the kerbals execute the maneuver. It could be fun/terrifying. Imagine, you setup the landing maneuvers for the crew. A rookie pilot would barely stick the landing, nowhere near the center mark, where an experienced pilot would land smoothly near the center mark. mcwaffles2003 is right though, Nate did say that there will some type of automation for supply routes. You can't grow a space faring civilization with flying every single mission manually.
  5. As someone who learned to play by mimicking MechJeb, I'm in a other camp. (I found MJ before I found Scott Manley's tutorial videos.) Now I use it because I find most stuff more of a chore, not a new exciting experience. Thought continues below...
  6. The idea of autopilots has been discussed before. The opinions are very split on it. Some people think it's cheating if you don't do it manually. Some people think you should learn a skill before you automate it. Some people think you should have unrestricted access to autopilots.
  7. @Dr. Kerbalah, ok. I personally don't care about achievements in games. But I know that there are players that only play games for the achievements. So I'm neutral on this, I could care less either way.
  8. Are you asking about in-game achievements or steam, xbox, ps achievements?
  9. Here is a patch I acquired that should fix the booms for the tug. //Patch to fix error caused by Firespitter for animation of RCS //Boom and the spot light being on continuous loop. The FS //module is replaced with ModuleAnimateGeneric. Patch created //by dToxic and Deimos Rast. // //Tug @PART[KSO_SST] { !MODULE[FSanimateGeneric],*{} MODULE { name = ModuleAnimateGeneric animationName = Take001 layer = 3 actionGUIName = Toggle RCS Extension startEventGUIName = Extend RCS Boom endEventGUIName = Retract RCS Boom //allowAnimationWhileShielded = True evaDistance = 2.0 } MODULE { name = ModuleAnimateGeneric animationName = sstlights moduleID = 1 layer = 4 actionGUIName = Toggle SST Spotlight startEventGUIName = Turn on SST Spotlight endEventGUIName = Turn off SST Spotlight //allowAnimationWhileShielded = True defaultActionGroup = Light evaDistance = 2.0 } }
  10. Yes, you can build small colonies using the items you land on a planet. You should be able to dock the parts together the old fashioned way, or use the BAE with the landed parts. These are what Nate is referring to as "phase one" colonies.
  11. Cool, surface attach is very welcome for some extra greebling for some of the larger buildings. Thanks for the explanation. Now I have an idea of the pros and cons for building up a proper colony.
  12. But when you keep losing the maneuver maker, and don't find the maneuver widget useful in that situation, yes, it's a pain in the butt.
  13. Hmm... are the only connection points for these going to be through the foundations? Will they be stackable?
  14. But doing the rendezvous into anything but a equatorial orbit, that's a pain in the butt.
  15. I won't disagree, but after the thousand time of doing it, I would want something to make it easier.
  16. I will be working. But it would give me a chance to see if there is any show stopping bugs reported before I buy it.
  17. It would be hard to explain when you drop a couple Kerbals off at a base and go back a few years later to a few more.
  18. Would be handy when setting up gravity assists, rendezvous, and specific orbits from deep space.
  19. It's already been confirmed that you will have to mine resources and transport them to your colonies for refinement. It also has been confirmed that you can automate your supply lines for your colonies and bases. No one expects the supply and resource chains to be as complicated as Factrio or Satisfactory, but we are expecting them to be more complicated than KSP1.
  20. Oh, quit mucking around, that's the history of controversies for KSP1.
  21. The skyhook suggestion again...
  22. That's one thing that always bothered me about Kerbin, no mountain streams or lakes. It would nice to see in KSP2.
  23. I'm just giving you the mind set of most PC players. I'm not ignoring or dismissing consoles, they do have a place in the gaming market.
  24. It all boils down to the fact that most PC players can't understand why people put up with playing games with old/underpowered hardware that you can't upgrade if you even wanted to, or the cost of the consoles themselves, or the limitations placed on what you can actually do with it, or all the extra fees required for online play, or the extra cost for the same games.
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