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mattinoz

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Everything posted by mattinoz

  1. How about improving Kerbal's to do stuff and not just be Ballast? Add some character to the main characters of the game.
  2. I did the math once... It's just not as fun as people make it out to be. Now I use this.... https://itunes.apple.com/us/app/ksp-deltav/id908896518?mt=8 Work out my Payload stage in the VAB then mass it up in the app just using ore tanks to avoid finding all the bits and pieces, then use the app to sketch out all my stages. Worked very well so far to get to Eve and Duna. Hoping it'll work well beyond that.
  3. I think even with the Gung Ho-ness of Kerbal's a simulator would still be of great use to a space program. In terms of underlying function we are talking about two parts. -1) some way to fast switch between a clean saved game file and our main career game. So that is protected yet we still get access to crafts made in that main game. -B) a way of move the craft to other locations. Something like hyperedit or my preference would be start the craft in 100km orbit then use nodes to calculate a flight path then jump some part of the craft to that point. Could then be used for mission planning and dV targets. Sure there is lots function more you could do with the simulator but to me the just above would be massive improvement to enjoying the game.
  4. I was under the impression that peroxide H2O2 just kind of spontaneously exploded when released in to a low pressure environment.
  5. Would the whole 20min of processing need to happen at the start of the game? Start with the basic orbits and a theme colour for each body. Then fill out the detail just in time as you explore the system. 20min over the coarse of a game where there is a lot of float through space seems like that wouldn't be to high an impact. Something to be considered for a potential multi-player edition maybe where it would be a great levelling system between players.
  6. Why do something manually when the computer can do it it better and faster? Also given Squad say they are super supportive of modding then there really should be an in game system. Especially if it's one that allows mod control across game files.
  7. Well you don't need that many if they are in close proximity to have a problem trying to see orbits and select a certain craft. For instance rescuing a Kerbal puts at least two craft close together then adds the Kerbal themselves to the mix.
  8. So a Kerbal Version of Atoms For Peace?
  9. Unless you can translate that into a Parts list I don't think it's going to traction.
  10. How about a solution in between and have a button on the flag screen that takes the file and puts it in the right place?
  11. I get this if I get the system to push the game in to full screen but find if I get the game settings to push itself in to fullscreen. The bonus is I don't get full screen / windowed dance each time I start the game anymore. Although I did have to make sure screen res matched. You'd think software could talk to each other and get these things right without me needing to do it manually?
  12. As far as I've seen in dev notes and the like Squad have committed to this happening but haven't committed to time frame. Maybe 1.1?
  13. Agree fully. Cargo bays should be able to magic occy-strap any stable cargo. Also be good if docking wasn't required unless you want to transfer resources.
  14. To right to me it opens up a number of different strategies. Like... Do you concentrate the firsts on one Kerbal to push them up to a high level or spread them around to get more kerbals up to a useful level? Do you put a scientist on the first flight to kick start experience while the flights don't need a lot of control? Do you game the system and try and save firsts for other flights? It really adds to game play and the role play value of the game.
  15. Anyone else find it odd that a Kerbal or a Crew of Kerbals can achieve a world first and earn no "experience" from doing that?
  16. I'd say at a minimum the initial suggestion plus a way for mods to add additional alarms is needed. A nice list somewhere of future alarms sorted in order would also be good. Anything beyond that would be a bonus.
  17. [quote name='Capt Snuggler']Scroo backwards compatibility! How can anyone justify wanting to hold back potential improvements to balance, aesthetics or game play [B]that we all benefit from[/B] just to preserve old craft. move over dummies, the progress train is coming through. :sticktongue::sticktongue::sticktongue::sticktongue::sticktongue:[/QUOTE] I'd agree with you while the software was early-access but it's not anymore. Maybe 1.1 should be re-branded 0.97 (or 2.a.1) if it's going to break saves.
  18. My tracking station was completely unplayable after 1.0.5 What I found is KSP doesn't read your graphics set up correctly. specially if you play full screen. Things to check in KSP settings and got me working again(somewhat). - If playing full screen don't use the system control to go in to full screen KSP no nothing of this and just plays up. 1.0.5 made this worse. - Instead go to settings make sure full screen is "Enabled". (should be noted this button has to be the most counter-intuitive UI control for a while. what with 3 states that aren't clear) - Then make sure the setting above matches your screen resolution. Neither fixed the problem on it's own. Is it just me or does the full screen set in KSP make all the planets sort of oval instead of round?
  19. [quote name='tater']Something is always hot. Is the spacecraft crewed? Then it is room temp inside, which is pretty hot.[/QUOTE] This is why we have thermostats!
  20. [quote name='Vanamonde']Squad has no intention of issuing DLCs, guys. There was a controversy a while back, so they've been clear about it since.[/QUOTE] [URL]http://kerbaldevteam.tumblr.com/post/47730955705/expansions-dlc-and-the-future-of-ksp[/URL] Was this before or after the controversy? To me reading the above article from 2 years ago Squad's attitude to expansion was spot on then and still should apply now. Also think 2016 (after 1.1 and a couple of bug fixes rounds) would be the prefect time to change focus towards an expansion pack or two. I'd love to see them make multi-player goodness as this would require in theory time based game mechanics to be explored.
  21. Pulled all mods out bug still repeatable in brand new save file either sandbox or career. Was trying to post bug report this morning before work but home Wifi got slammed with traffic. Noticed there is a solution on Linux in support already will see if it works on Mac OS tonight.
  22. Aaarrgh... Bugtastic release. When is 1.0.6 going to drop? The not tracking station
  23. So I could in Theory make special versions of various engines that don't appear in the staging at all? Then use the staging action group to switch between air breathing and non-air breathing modes.
  24. Well that explains why the buildings explode so aggressively.
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