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Conbadicus

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Everything posted by Conbadicus

  1. Ok, i made the post because its not a 5 second daze, it lasts quite a long time. For example, falling out of lander on mun and sliding alllllll the way down a crater.... took like a minute. Currently sliding down a crater, over 1.5km from where i originally started sliding....
  2. Everyone seems to have a different IDEA of what career mode should be. Most of you who are defending it seem to have the mindset that career mode simply offers more unorthodox challenges with constraints such as money and tech. I believe someone also finds it necessary to claim that you can do this in sandbox mode and if you cant you're just not creative or unimaginative. So... why didn't squad add contracts/challenges to sandbox? "Do this and earn rep! Look your rep level is ____ compared to the rest of the world! Etc" Well, I think because their intention was to create something that progresses from small to big, requiring more of the player as he/she learns how to play the game. As pretty much most "campaign" modes do in other games. Frankly, starting out in sandbox is very overwhelming. Here are hundreds of parts, have fun.... uhhh.... ok.. then.... Here is a small solid booster, a capsule, some fins and a parachute, after you play with this I'll give you a bigger booster. Aha, now we have some progress - and so on and so on, I suppose the problem stems from how everyone is interpreting career mode. For me, something should give you a large goal - I suppose the milestones - Leave the surface, orbit kerbin, fly by the mun, orbit the mun, land on the mun, to minmus, etc etc. These should include minor steps along the way to facilitate the player learning how to get there. If all of these little challenges were designed to be done in concurrence with these large milestones, then they should be included in that milestone. Achieve orbit around kerbin - Bonus objective - Do so with X amount of parts, test ____ part at x altitude, blah blah. But if we were to include the current contracts into something like that, we are contradicting the struggle that a space program is always fighting - efficiency - unless those bonus objectives MAKE SENSE. If that specific part is generally used as a 2nd stage at that altitude then great, we've learned something, but if it is something arbitrary like testing a landing gear then we're just wasting resources to fulfill those requirements. Lets be honest, we make a specific testing vehicle to fulfill the conditions of part testing Wouldn't it be interesting to research efficiency? Like fuel consumption rates. Anyway, thanks everyone who chimed in.
  3. Yeah I understand using a liquid rocket to adjust speed makes sense if you are trying to fulfill those requirements is not very difficult. However, lets be honest - what use would this have to any space program? Maybe if it makes sense to use a liquid engine as a lifting stage and a solid as a 2nd stage ... but no.
  4. Well, the game is forcing me to accept contracts as you need to earn money to build stuff. This systems forces me to continue to deny contracts until I get a few that are "test at landed"
  5. Any way to recover from tumbling while on eva quicker? My craft was spinning, and try to get back on board, ship hit my kerbal and just spun for like a minute. Why cant he use the RCS to stabilize ?
  6. So, I've put hundreds of hours into ksp and finally decided to give these contracts a go. The first 3 are great, milestones such as launch your first ship, orbit, etc. Following that, immediately I get a ton of stupid contracts that make absolute no sense. Haul a booster into flight above Kerbin. Ok sure, this makes sense. DERP except It has to go between 23 and 28km alt... ANnnnnd be traveling at 250kmh, or what ever it was. This led to several test flights fine tuning fuling vs thrust, ascent angle, etc. Eventually I just gave up on the contract. Way too tedius, reward completely not worth the time. Same for parachutes, really? get a craft to a specific height and speed? Ferry 4 people to ___ location. What the hell I don't even have space to carry these people and I wont for a couple more science nodes. I understand we need lots of stuff to do to earn money but... these are killing me.
  7. Having an issue with the procedural fairings and I can't seem to find anything via google searching. Maybe I am missing something, but I can't get the fairings to "decouple". I don't mean from anything below it, I mean the just won't come apart and there is no decoupling stage... If I'm not mistaken, the last time I used this mod it simply added a stage that when I hit space bar the fairings would fly off. However, I can't even right click and choose decouple. Am I missing something?
  8. I have a hard time playing through career mode because the curve is quite odd. I feel like all the little missions you do for money are a bit off putting. Example - open parachute at x high at y speed. It seems kind of pointless and you end up just doing these things for the cash but completing them in really weird ways. Personally I'd like to see a more directed campaign (of course with choices) that help unlock things in a more logical way but also helps you learn about ship building and what not.
  9. Kerbal keeps getting better, I always thought it needed some kind of objective system. That was added, but I feel like the the types of contracts don't really guide you very well. Most of them are quite abstract asking you to test weird systems in odd situations. Like why would I stage another LV-T45 at 80km if I'm on a suborbital flight? Now you might think, "well you might try this on your way to the mun" or something or other, but quite frankly the things that I am doing to achieve the larger goals like getting to the mun don't align with any of the smaller contracts.
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