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zenopath

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Everything posted by zenopath

  1. I really like the new "warp to here" feature, there is one small problem though, it doesn't take you out of time accelleration if you had it on to begin with. It works fine if you remember to put yourself at 1x time, but suppose you were already time accellerating, then suddenly remembered about the new "warp to here" feature, and used it. Well you would have an unpleasant surprise when the warp feature ended and you zip past where you wanted to be, because it takes you back to same time accel you were at when you used it. I think automatically ending at 1x time would be more logical, since, you would already be where you wanted to be, why have the feature to time warp past that point by accident?
  2. I hate to be negative, but most of the new parts are space plane parts, and with aerodynamics as broken as they are... I'm a tiny bit disappointed. Oh well, I'm sure it will get fixed sooner or later.
  3. I don't know much about aerodynamics, but I am certain that modern jets have WAY more than 1g thrust. And that it takes more than 1g of thrust to break the sound barrier... I have even noticed that once you begin your strait flight, you can hit 1km/s even if you reduce thrust to like 10%... so at 1m/s of thrust, my plane is acellerating at something like 50m/s squared all the way up to 1km/s ... sorry but the math doesn't add up
  4. I am of the opinion that something is wrong with the new aerodynamics model... Particularly, the current thrust to weight ratio needed to break 1km/s is pretty pathetic. 1g thrust is enough to hit that barrier, and problematically, 1km/s is always fatal for your plane. It seems to me that while the game models correctly while gaining altitude, if you put your plane in a strait flight, it will start gaining speed at a ridiculous rate. Then it will hit that 1km/s mark and explode. Anyone else experience simular results?
  5. If this has been posted before, i apologize, but it seems worth posting about... In certain situations it is possible to get certain missions to repeat. What i discovered is that if you have a ship in orbit around kerbin it is very easy to exploit the "get science from space around kerbin" mission. Completing that with a quick "crew report" and "transmit", then you exit to space center and check the missions. By clicking decline a few times you are going to get the option of doing the "get science from space around kerbin" mission again. Do the "crew report/transmit" thing, then go back to the mission center. This exploit probably works for any easy to do mission, just have ships in place and you could spam transmit science from anywhere. You get the idea. (Suggestion) While KSP is more of a sandbox than a real game, this simple exploit is a bit obvious. Missions should definitely not be offered again if you have recently completed that same mission. I get that having a way to "grind" cash is important if you want let players who refuse to revert crashed ships (or play on hard) a chance to build up their cash again, but it probably shouldn't be this easy. Just a thought.
  6. I totally agree. Hard mode is actually really challenging, I liked KSP before, but now its actually a game, where before it was just a simulation. If we looked at it one way, you could just say, hard mode is only challenging because it doesn't let you quicksave or revert, which you could have done before if you had the discipline. But its much better when its an actual mode rather than a self-imposed handicap. Now when I crash a big ship i might actually have to start the entire game over again, and the reduced science gains make it require much more effort to get all the science, so you will still be stuggling with with limited science by the time you run out of things to do on mun and minus, where before you could finish everything without leaving kerbin's sphere of influence. I've already started over a bunch of times. I never realized how sloppy my shipbuilding was until i had to do it with no "revert to hanger". Also challening is trying to test the pieces, before you could just fiddle endlessly with your ship to try to get speed and altitude right; Now that you only have 1 shot at it or try again with a whole new ship, even the manuvering without using quicksave to save your ass if you're cutting corners and taking risk is much more engaging.
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