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KSP2 Release Notes
Everything posted by Shadowsteps
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I still have yet to ever see loading hints on my computer. Seen it when other people play, never on mine.
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Make the Sun Kerbol
Shadowsteps replied to almagnus1's topic in KSP1 Suggestions & Development Discussion
The sun is defined (as in, written in the dictionary) as "the star around which earth orbits". So until Kerbin becomes Earth, the star in KSP is, by definition, not the sun. -
Reusability in Career with SpaceY: Is it Worth it?
Shadowsteps replied to EnDSchultz's topic in KSP1 Discussion
You are running into the same problem Elon is going to in the next 5 years.- 19 replies
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I am still on 1.0.5. Too many mods I use aren't updated, the text is difficult to read and UI scaling is way off in 1.1, and gears/landing legs are still iffy.
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Does anyone else listen to music while playing KSP? I had an awesome moment today when I had Jeb coming in from Duna (my first manned interplanetary return on this career save) and right as I was coming in for reentry, Titan Spirit came on. Lead to the most epic sounding mission conclusion I've ever had in KSP. Do any of you listen to music while playing KSP or is the stock soundtrack good enough for you?
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Anyone else having an issue of the parts being in the tech tree, unlocked, but not being in the VAB?
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Kerbal Space Program patch 1.1.1 is now live!
Shadowsteps commented on KasperVld's article in Developer Articles
For anyone wondering, you have to actually be in flight to edit the FlightUI elements, it can't be done from any of the other settings menus. -
For those who have the issue of the 1.0.5 version of the mod not seeming to be installed (despite it being in your gamedata folder) change your version of modulemanager to 2.6.13, that worked for me.
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Anyone else not able to use the 1.0.5 version (1.6.9) at all? No antennas, no flight computer, nothing. It's like I don't even have the mod installed.
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Kerbal Space Program 1.1 Hype Train Thread.
Shadowsteps replied to Whirligig Girl's topic in KSP1 Discussion
Well remember that many people already get to play it, so it doesn't matter to them whether or not it gets officially released. -
Kerbal Space Program 1.1 Hype Train Thread.
Shadowsteps replied to Whirligig Girl's topic in KSP1 Discussion
I'm optimistically rooting for the 12th! -
Switching Altimeter Modes
Shadowsteps replied to Shadowsteps's topic in KSP1 Suggestions & Development Discussion
Yeah I'm pretty sure that's where I got their answer to that haha! Given that their time is limited I understand that they can't implement everything we ask for. Maybe I'm wrong but I feel this would be a 1-2 devday project that would provide a massive quality of life benefit to players. -
Switching Altimeter Modes
Shadowsteps replied to Shadowsteps's topic in KSP1 Suggestions & Development Discussion
Just stating what reasons the devs have given for why there isn't a stock DV readout. -
Switching Altimeter Modes
Shadowsteps replied to Shadowsteps's topic in KSP1 Suggestions & Development Discussion
The devs have said that the TWR/DV readout has complications, edge cases where it becomes incredibly complex to calculate the true Delta V of the rocket, with engines in different vectors etc. As a stock feature it would be expected to accurately account for all of that. This, however, is so much simpler. It's a value already calculated in the game, all it needs is a display on the main screen. -
It would be incredibly useful if we could switch between the altimeter and and radar altimeter (height above sea level and height above terrain) on the main screen. I know you can see it from IVA, but switching back and forth as you are landing is a pretty big pain. It seems like this would be a really easy thing to implement. Is there a reason they haven't done this yet?
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This is incredibly disappointing, though not surprising.
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Deep Space Network Suggestion
Shadowsteps replied to Shadowsteps's topic in KSP1 Suggestions & Development Discussion
From Ted in the Development Relay post on Jul 22, 2015: "The first feature is probe telemetry. With this, a probe must establish a connection back to Kerbin or another 'control point' via an antenna part in order to operate - be controlled by the player, or active in any way. These control points are the planet Kerbin, or a craft with an antenna, a pilot Kerbal, and optionally a large probe core. " Has this changed since then? -
I know the devs said they were planning on having the range of the Deep Space Network vary with difficulty. They didn't explicitly say how it would vary (or at least I couldn't find it) so I'd like to recommend that they have a slider for altitude (going from 0 to just beyond Minmus) allowing us to set exactly how far the DSN goes. That way those who want to set up their own network can set it to ~20km and not have the RemoteTech problem of losing control of probes as they are about to land on kerbin (and their relay sats drop below the horizon), while players who don't want to make their own network can set it to cover all of kerbins SOI.