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Masetto

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Everything posted by Masetto

  1. 64-bit, Unity 5, and then, next up, dynamic asset-management. Really looking forward to all of it, and appreciate the hard work. It'll be finished when it's finished, right? You guys are awesome, and this game is going to be even more incredible than I'd initially thought (which is saying a lot).
  2. I was using too many mods for a while, so I've narrowed it down to what I really need. 1) E.V.E. -- but delete the citylights files. I just want the clouds. The city lights... need some work. 2) Mechjeb or KER, at the very least to give you TWR and dV figures. and... that's it. edit: actually, after reading the thread, Chatterer is definitely worth the recommendations. Just a very nice touch of ambiance. Alarm Clock or something to show you your interplanetary windows is also nice. TWR, dV, and interplanetary transfer windows are all things I would eventually like to see in stock, though. They really should just be part of the game.
  3. Yeah, I think they may have overnerfed strategies a bit. I'm not at end-game, where I might look at money-saving strats, but in terms of accumulating science... strats don't seem worth it. Too expensive, especially since everything else in the game feels a little more expensive now. As another poster pointed, you're giving away major fractions, like 25% of your cash-earnings, and getting basically nothing in return.
  4. SSTO spaceplanes will still have a purpose, they're just not the "do it all" beasts they were in Beta. I think that's a good thing. To semi-reflect reality, interplanetary travel is still going to require big old rockets. And I like that. I want to design both, and have a reason to design both. I figure spaceplanes will still be a fun and efficient way to deliver small payloads to LKO. And who knows, after some long engineering, I'm sure some large, beastly spaceplanes will accomplish much more than LKO deliveries. It's just not going to be as simple as Turbojet+nuke+wings+100intakes.
  5. 1.0.2 is the best yet. 1.0.0 was, uh, bugged and easily exploited, so... Seriously, 1.0.2 is the first time aero has felt like proper aero, where it takes into account all potential drag along the entirety of your ship. 1.0.0 simply didn't do that, that's why it was fixed. I love ascents and reentries more than ever now. Planes are funner than ever to fly, especially at high-velocity low-altitude. Spaceplanes were nerfed, yes: as they should have been. This game isn't about designing an X-Wing that can travel willy-nilly to all the planets, that old Beta stuff was a bit ridiculous.
  6. Yeah, don't mean to clog up the thread with a semi-pointless post, but just want to add to the "Thank you"s to Sarbian. This is the mod. It gets rid of the repetition and lets me focus more on the things I enjoy most in the game. It's always the first mod I look for after an update, and I've always been amazed at how fast and regularly you keep up with the updates. As KSP has been updated with new features, my mod list keeps shrinking, to the point that this mod is currently the only one I need and have installed. I would gladly donate something to you for your time, to tell you to keep up the excellence, you've earned it. edit: I see your Curse DL page has a donate button for you, so I'll go that route.
  7. Glad the Round8 is staying. I was going to mod it in, so I wasn't complaining. But that tank is aesthetically and structurally unique, i use it a lot, i dont use xenon almost ever, so... Good move! And, wow, can't wait for this patch. So many nice additions and changes keep popping up.
  8. o7 Squad. Thanks for all the good work, and thanks for keeping us informed of the progress. So. Hyped. For. This.
  9. Game feels more polished with this patch. The editor just got a WHOLE lot better. The editor additions are amazing, and really make aircraft building a 10x more enjoyable experience. Best patch since I've bought the game. TY Squad.
  10. You definitely need to couple it with the Marketing strategy (the one that trades funds for rep). Also -- in my opinion it's an "endgame" strat. It's a strategy to take when you're done with your research, and funds are basically all you care about. I use it at max strength in my career, because I've done all the research and have all the parts -- so I'm only getting the deduction once per launch. The reputation costs are more than compensated for with the Marketing strategy (which I put at something like 10% strength), and I've been holding at max reputation without any problems -- and my launch costs are cut by a dramatic 40%! (Well, I think it's 34% actually, because I pay an extra 6% on the recovery strategy) Once your research is done, it's really the strongest strategy in the game, and the biggest difference-maker in funds.
  11. I'd say the repeat "science data" contracts are what's really OP here. The fact that you're able to convert some of the contract reward is just an extra bonus.
  12. The game runs fine. I'm sure there's room for improvement (as there is with any game, really). But, sorry, the game runs very well. I get great framerate. I install plenty of mods. I don't get crashes. You were not "had". I've seen plenty of Kickstarter and Greenlight projects that do flounder and don't deliver. This game isn't even close to one of those. The game is already extremely playable, and many people have enjoyed it for ungodly amounts of time, myself included. They're adding features because they need to progress towards release. You complain about the "core" of the game, but if all they did was focus on that, other people would be dismayed at the lack of features. And frankly, the core of this game is what's made it a huge success already, even without all the features they've been adding. Name a rocketry-sim that's better. If you want to complain about a bug, or if you really think the game has a major performance-deficiency and can provide details, then do so without being sensational or accusing a company of wronging you.
  13. Well done with the SP+ parts. The cargo bay is so much easier to work with than it was in the mod. Especially with the oh-so-useful surface-attach-disabling ALT key. Thanks as always, Squad. My only critique now is you need to develop a standard 1.25m and 2.5m cargo fuselage for the stock game, so that rockets aren't left out of the fun.
  14. It's a better "secret feature" than I was expecting. If it was anything more substantial, it would've been in the patch-preview from the get-go. I really don't understand the point of this thread. It's a funny side-feature that will be irrelevant to a lot of players: just like they said it would be. They didn't lie about it, and it's not at all the main feature of the patch. What standards are they not meeting here? It's like you're complaining about the prize in your Cracker Jack box not being awesome enough.
  15. This. They need to do something with Reputation. The effects will be minimal at first, in .25, but by .26, the consequences will be more real and punishing (or rewarding). It fits all the criteria Maxmaps has mentioned. No mod has touched reputation in any meaningful way. Good players basically never lose reputation. And as of now, it's a useless stat that they obviously need to do something with. So I'm guessing the secret feature is Reputation-oriented.
  16. I think keeping one thread designated to hype really is more of a way of controlling the hype, rather than promoting it. They started experimentals on their own volition, not because people were clamoring for a patch. So I assume they've taken their time and are satisfied with the quality of it. With that said, I do agree that bug-squashing should be top priority. I'd love to see more 64-bit stability, but my uneducated guess is that mostly has to do with the Unity engine.
  17. This pack has become a must for me. Excellent parts that look stock and fill niche roles that are otherwise missing. Love the nosecones. If I could request one thing, it would be a 0.625m nosecone (because I don't like the stock one), although TweakScale support sort of takes care of that anyways. Thanks very much for this mod.
  18. Ike's Magic Boulder (currently not in the game... or is it?), didn't register on the flight map, or show any markings or indicators at all. It was just a boulder flying through space. Not impossible that there are "UFOs" in the game, made in relatively the same way as Ike's Magic Boulder, and thus are undetectable except by plain sight (or collision).
  19. Something about the shock-absorb of the tiny legs seems gentler and more reactive than the other two legs, but that's just what I perceive. Still, they weigh very little and I try to use them as much as possible. Also note: If you're using something like Gigantor Solar Rays on the side of your vessel, you need the legs. A ship can land intact on girders, engines or other parts, but breakable components will most likely break, even if they stay connected. Learned my lesson on that one.
  20. It's really not that imba. I avoid using them a lot of the time, so I can have quicker burns (using the Poodle typically, or maybe the 909). The loss in DeltaV is not so substantial. It's still plenty easy to get wherever you need to go without them, and often the rocket looks better as well.
  21. Wonderful parts, couldn't build planes without them. Congrats.
  22. The fuel efficiency of liquid-fuel engines increases A LOT after those first few thousand meters (except aerospikes of course). Using SRBs to cover that early ground just makes too much sense to not do it.
  23. I felt "pro" when I started to be able to make rather accurate Hohmann transfers to most celestial bodies without needing to use maneuver modes, because the angles of the transfer-windows have just become recognizable.
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