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KSP2 Release Notes
Everything posted by shdwlrd
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
shdwlrd replied to Angelo Kerman's topic in KSP1 Mod Releases
Here are few tricks I used with the Buffalo (and other rover mods) to discourage roll overs. Turn off the SAS and reduce the torque unless you actually need it. Put as much weight as you can into and on the frame. (Batteries and ore tanks is what I use.) Limit your speed to 20m/s, and don't turn going over 10m/s.- 3,523 replies
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- geoscience
- colonization
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(and 1 more)
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Your favorite upcoming feature in KSP2
shdwlrd replied to Minmus Taster's topic in Prelaunch KSP2 Discussion
Surface colonies, and new engines to play with. -
It would be very useful to have. But if you don't have a second monitor, or another decently sized device to cast it to, it would be useless for you.
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I wish that was an option for me. I live in a bortie 8-9 zone, on good nights, it can be a 7-8. (Which are few and far between.) Nice pictures by the way.
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Unless you live in or near a large metropolitan area. You're lucky to see the brightest stars with all the ambient light.
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Yep, this. I just have add if you like doing aerial tours of planets, you can spend more time flying than building and tweaking designs. Or driving if that is your thing.
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The point isn't about mission planning or time wasted by the need to refuel. The point is some people want to launch immediately after pressing the launch button and some people want to wait.
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Another lovely thing about scansat you could get enough info to narrow down the areas you wanted to land. Then send a probe or two to get more detailed info.
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With MJ, it just to do the stuff I don't want to do anymore. (Rendezvous, docking, launches) Plus MJ is a bit more accurate when planning, and doing maneuvers than I am. I know automation of supply lines will be in KSP2, but that doesn't mean I actually want to do the above activities again manually, even if it's only once. I've launched hundreds of rockets, rendezvous and docked dozens of times manually over the past several years. I prefer to use MJ because it's quicker, cleaner, and I'm tired of doing it manually.
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For me it would be: MechJeb, KER (primarily for the positional info), NavHub, Pilot Assistant, and the various part mods I use.
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My question to all of you is: are you thinking that this construction timer will affect the crafts launching at the KSC too?
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A construction timer does make sense in some situations. (The kilometer long interstellar ship.) But in most cases you can justify not having one for small crafts. Maybe they have some universal parts on-hand that can be fabricated in a moments notice. But i think that the resource requirements will be enough of a limiting factor for the colonies. But I do agree that it can be an annoyance if it isn't handled properly.
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I can see it with under performing colonies, the super large interstellar ships, or just lacking the resources required to produce ships. But I can also see the method of you just can't build a craft until you enough resources to do so and they just pop into existence. I can also see the benefit of having a supply of crafts at colonies. Nothing huge, but a handful of rovers and orbital shuttles for the supply routes.
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I really hope KSP 2 keeps support for older systems.
shdwlrd replied to KSPMan123211's topic in Prelaunch KSP2 Discussion
If you're that worried about your PC not being able to run KSP2. Since it would be released 3rd-4th quarter next year. Start saving money now and worry about upgrading or replacing your PC after it's released. I agree with doing this, or using previous generations new components. Just do your research before buying anything. Don't skimp on the video card, get a good mid-tier card and you should be good. Also just that you know, for gaming, you don't need a bleeding edge or even a high end machine. They are nice to have, but unnecessary. A 5-6yr old system with a modern mid-tier video card does offer a good gaming experience. -
[Discussion] My thoughts on life-support.
shdwlrd replied to Acid_Burn9's topic in Prelaunch KSP2 Discussion
I'm in the boat where if LS is a chore to implement and keep up with, I don't want it. I really do like the fact that you can have automatic logistics for resources and such. Manual logistics was the biggest reason I'm opposed to stock LS. Other reason I'm opposed to stock LS is the dire consequences if you don't make sure you're on top of it. I really didn't like it when I tanked a mission or killed my kerbals just because I didn't have enough power or space. When they said that you'll only have efficiency and performance decreases if you don't keep up on the LS, that made me happy. Now if they create a good planning tool for LS, I wouldn't have much of an issue of including a stock LS system in the game. I do understand the need for LS to grow and maintain a colony, but the requirement to always monitor the LS condition always was a no for me. If it was a part of the game, (Surviving Mars, Oxygen not Included) I can understand the need. But KSP was exploring the solar system, not making sure you have enough supplies for your personnel to survive. Now that they say that LS will be easy, I'm beginning to change my mind. -
PC Gamer article is now online
shdwlrd replied to Soda Popinski's topic in Prelaunch KSP2 Discussion
That can be it. But I'm still under the opinion they changed the eyes or their positions slightly. -
PC Gamer article is now online
shdwlrd replied to Soda Popinski's topic in Prelaunch KSP2 Discussion
Isn't the crew section the same model used for the rovers in the introduction video? Yes it is... They look fine. It's that something is off with their eyes. -
As a commercial success? Will they hit all the design goals they set for themselves? As a good game? There are many ways KSP2 can succeed or fail. Which aspect are you looking for?
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Finally able to watch it on something larger than a phone. It's good to see that the editor in the vab is something familiar, just rearranged and some new functions added. I like how the esthetics are coming along. It does look like some type of life support will be added for your colonies. The construction crane is a nice touch. And i have a feeling my poor old APU won't be able to run KSP2 very well. I'll have to upgrade when KSP2 is released. Depending on the allowed footprint for the colonies, you should be able to work a bunch of domes where you want. I personally would like something not based on a cylinder or dome for colony construction.
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Suggestion - multi/ultrawide monitor support
shdwlrd replied to Turbo Ben's topic in Prelaunch KSP2 Discussion
Unless it's multi-threaded and you have a Ryzen. I think it shouldn't be much of a problem. Of course, there is always water cooling. -
That's the way I took it. Could be different though. The point I'm trying to make is you don't have to deal with the progression of the colonies. In KSP1, the sandbox has a feature that automatically recruites new Kerbals for your crafts. Why can't that be expanded to include colonies? You can control the population of the colonies the hard way, transporting them there. Or the easy way, selecting the colony and telling them the number of Kerbals you want to add or subtract. As for the resource costs related to colonies, you can handle that the same way you test out new base mods in KSP1, infinite resources toggle.