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Riisos

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Everything posted by Riisos

  1. I would be into this. I have to build up the clutter again as my best/longest running save got corrupted before 1.0, but this is exactly what I like to do, build bases and stations everywhere. My last one I had 10-20 1,000 part stations going with debris and other craft everywhere, I put another 1,000 part one going in the opposite direction in the hopes of starting an ablation cascade, and the whole save explodified.
  2. When you dock you should be able to to transfer fuel across the ports, although there is a new option in advanced mode that allows you to disable crossfeed (although you generally use this if for instance you have a ship docked and you want to move the station using only the station fuel and not the fuel in the docked craft). To transfer fuel you bring up the RMB context menu on the two tanks you want to transfer fuel between, and simply click the markers next to the fuel type you want to transfer. Use alt(or whatever your mod key is)+RMB to bring up two menus at the same time, then select in/out on the corresponding tanks.
  3. Indeed it is really awesome, you can make them veterans with the orange spacesuit and give them the badass stat so they are always happy no matter what danger they are staring down, even adjust sliders for their courage and stupidity. I haven't tested it in science mode, I assume there is no limit there, but there in career it seems you are bound by the limits of your astronaut complex capacity. Not a big deal, it is a super awesome addition overall.
  4. I am definitely one of those players guilty of not fully exploring the Kerbin system. There has just always been so much to do in terms of planes and stations I never really got around to exploring the other planets. I did a few missions out farther, and built a ton of space stations to provide stepping stones for more, but with so much that you can do around Kerbin alone I guess I was just always occupied. I even built large interplanetary craft (I'm talking 50+ crew stock mega-ships) and stuck them in orbit, but just never got around to sending them out on their missions because I started building another one. I also lost more than a few saves to updates or corruption via bloated files (I guess having like 20 1,000 part stations is a bit much), so I found myself doing a lot of re-working or creating new planes each time they changed something like wheels or aerodynamics. I also found myself waiting for updates, wanting telemetry or something in before I began a new career mode save, so I would again just build planes and bum around Kerbin. But the com network is here now! I guess it's time to get out there . . .
  5. This feature is great, I love it. I love that I can name them, I love that I can make them veterans, I love that it's in the debug menu. However, I do wish it could supersede the current active limit set by the Astronaut Complex. I've always wanted more crew in my career games, but I also love the ability to earn funds and collect science from around the Kerbin system in career mode. Lately I've been playing science mode to blend those two aspects, allowing me to build large bases and stations with lots of crew while still giving me the option to view my science reports which I view as sort of in-game achievements. I hope they consider removing the max limit for the full 1.2 release. Thoughts? On a side note, I wish career was also a little more Kerbin-atmosphere-friendly. I love building planes, but there are only a couple of contracts that let you do things like "investigate location 'x' below altitude 'y'. I tried a fresh career mode game last night and you have to get a good few nodes into the tech tree and do some upgrading to the facilities to get your x-plane program off the ground. Maybe I just wasn't getting the lightning bolts to the snack box, but trying to get something in the air with just that first wing set on that terribly bumpy runway was pretty tough. I like to play with no reverting for extra challenge, but after I lost four Kerbals I started just turning off the runway and taking off from the ground behind KSC as it's flatter than the tier 0 airstrip. Not easy getting a small plane in the air with the wing parts in that node either. I know I should probably just do more space stuff and unlock some more tech nodes (the one below the main first 'flight' node has some better small craft wings with actuators) and get some extra funds, but for career mode I enjoy getting my flight program running before my space program. Again the "Create Kerbal" button really helped me here, as getting the crew for this and upgrading the complex and runway would be a cool half million in funds, which is a bit steep if you haven't yet even orbited Kerbin. P.S. - Loving the com network.
  6. Under "Advanced" options for new games there is now this: Part Upgrades - "Enable stats upgrades for some old parts when new technologies are researched." This is probably a silly question, but this means previously unlocked parts will receive a bump from techs researched later, meaning all parts already deployed on missions (as well as new vehicles) will be upgraded, correct? It would be cool if old ships had out-of-date engines and needed to return to KSC and be re-deployed to get the upgrades, but it sounds like the effect is universal, and if I leave the option off, it would just mean that those bonuses from new techs would never get applied to any of the old parts across the board, meaning I would never get the benefit of newer techs applied to old parts, resulting in a game with parts with lower maximum values than a game with the option checked. Again probably obvious, I just want to clarify. I would think it would be too much for the game to remember which versions of which parts had which stats.
  7. Advanced Tweakables: To check or not to check? I think this adjusts the wheels autostruts, anyone know what else it does?
  8. I was super pumped to see the Kerbal creator in the debug menu, means I can do career mode with tons and tons of bases without either doing lots of Kerbal space rescues or editing my save. Anyone else pumped for this? I guess it's kind of cheating but I like the challenge of setting up bases around Kerbin for my planes to stop and refuel at, and I need a lot of little green friends to populate them.
  9. In the stream they said things like "we have to get back to work to get the prerelease to you" and "VERY soon(tm)", but that is not anything definite. I would say we are detecting the station but unsure of its distance at our current velocity.
  10. Too bad Mexico City Dominos are all closed or we could try to send Squad a late night pizza, we still owe them one (or several) from like .25 or something. This still needs to be done, and we need to demand that they arrange the toppings into Kerbals using jalapenos and olives or something.
  11. This reminds me of the ways in which Kerbal fandom has changed my life. I now find myself making jokes that would make Sheldon Cooper giggle; exclamations along the lines of "Man, those Delta IV's have some major delta-v!" Also, whenever I start a youtube video in the back of my head all I can hear is a Scottish accented voice saying "Hhhuuuullloooooooo!!!"
  12. I went and tried to opt in . . . Go to Jool, do not pass Gilly, do not collect 200 snacks. Just kidding, hyyyyype!
  13. I am so excited for 1.2, been waiting since they announced the relay network (was it 1.1 that it got bumped from?) to start career mode again. Seeing Scott Manley's preview where he used a satellite in one of the Mun's Lagrange points to extend the com network to the dark side of the moon made my nerd heart grow three sizes. Can. Not. Wait. Hyyyyyyyyyyyyyyype!
  14. Just curious if anyone could tell me what constitutes an "active" crew. Maybe it's just crews in general, but before updating to 1.0 I had far more than the 10 (of twelve) active crews it now states I have, and they are still there, scattered about at various bases and landed planes around the planet. Perhaps it's just a bug from upgrading that it doesn't count all the manned vehicles? I also have a ton of kerbals, and thus the astronaut complex states my next hiring cost is 00,000,000,000,000.00 or something like that. Does anyone know if these values can be edited etc? I may just have to switch back to sandbox to have my massive string of bases and mining operations, but I do like some of the limits of career mode such as vehicle cost etc., so just wondering if there's anything I can do to continue without being limited by number of crews etc. Is it possible to transfer my persistent save file to a sandbox game if there is no way around the kerbal limits? Thanks for any light you can shed on this, the kerbal empire thanks you.
  15. You are right, that would work, but the OCD designer in me still wants that dedicated tank, hehe. I could make it fly with a rocket engine too but it's just not meant for it ya know? Totally a good thought though, thanks. By the way does anyone know what happened with the aerodynamics to affect what I'm going to call "cruising altitude"? Even with the basic jet engine ("Wheesley") I used to climb to a higher altitude to get a better cruising speed for longer flights, but now my designs seem to run slower at higher altitudes. Is this the effect of thinner atmosphere starving my engines or something?
  16. I do wish some of the techs were organized a bit differently, although I'm grateful that I can see "down the tree". But I'd like to launch a probe into orbit before sending my brave Kerbonauts up, which requires quite a bit of science investment to get to a computer with SAS. I found myself having to basically farm out the science from a few zones, which is fine but I would have rather saved that for the fun of exploration. Also I wish the first plane tech node had a pure liquid fuel tank instead of the next one up. For career mode I like the fun of simulating a space agency, but orbiting a Kerbal before a probe or plane is up kind of ruins the immersion for me so I went back to sandbox. Don't get me wrong I am absolutely thrilled and love this game, I just wish there were maybe a few more branches in the tree rather than having such deep lines.
  17. No the Dominos wasn't taking credit cards and we couldn't find another place nearby. We could try again if we had a translator?
  18. Booooooooooooooooooooooooooom!!!!!!!!!!!!
  19. Gooooo foooorrrr hyyyyyyyyyyyyppppppeeeeeee!!!!!!
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