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KSP2 Release Notes
Everything posted by Zoidos
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Your rocket is pointed 10 degrees above prograde and you are stil losing altitude.
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I had 2 crashes in about 16 hrs of gameplay. Both times because my PC went to sleep, so can't really blame the game for that. Also I am using a ton of mods, some not even yet updated for 1.1.3. Though i must add, that apart from a few crashes in VAB I haven't really had problems in 1.1.2 and also never really understood what everyone got so worked up about.
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Never had this problem. Which of course doesn't mean that others can't either. But yeah, a backup can never hurt.
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You can turn auto-update off, you know?
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They are a lot more efficient than simple LFO-fueled engines. (LV-N has an ISP of 800, the poodle has only 350 I think). I use them mostly for interplanetary transfers. All of my interplanetary shuttles are nukes. The only thing (in stock) more efficient are ion engines, but due to their ridiculously low thrust makes them better suited for people who are a lot more patient than me.
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Definitely one of my must-have mods. Thanks for this!
- 720 replies
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- mrs
- modular rocket systems
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Gorgeous. Downloading now.
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Thought #4411572 OR 'R&D' actually R&D
Zoidos replied to AdmiralTigerclaw's topic in KSP1 Mods Discussions
I really like the idea. I was thinking about something along those lines. I imagined something like this: You have a basic node at the beginning and need to unlock other nodes by performing certain actions with certain parts at specific situations. The tech tree is not visible, you just unlock stuff along the way. As you also mentioned, first you could only build prototypes, which are a lot more expensive, but also less reliable and have worse stats (battery with less EC, parachute that creates less drag, etc.). There could also be malfunctions (similar to the mod Kerbalism or dangit!) and the more you use a part and in the more situations, you would gather tech points for each part which then you can use to upgrade reliability and performance (similar to another brilliant mod: Kerbal Research and Development). Further unlocks could have requirements like landing a craft on Kerbin using at least x amount of radial chutes and thus unlocking the prototype for the next biggest chute. So in a way that a new part is unlocked by the need for it (as it would happen in RL). Later in the tech tree there could be more complex requirements. For example, that in order to unlock a node, you first need to land on a certain body and retrieve a certain material that only exists there (An extension of this would be a mod where you require materials which have to be harvested on other bodies or refined in space to even build rockets using certain parts; This would also give more reason to build and maintain outposts and space stations, though not sure whether the game engine makes this possible at all). So pretty similar to what you had in mind in fact. Anyway, since I don't even know how to read logs, I won't likely create such a mod anytime soon... -
Scott Manley's greatest Kerbal Space Program series
Zoidos replied to KerbalCorgi's topic in KSP1 Discussion
Yes he does and no, that's not him. -
I'm sorry, but then you have the wrong game. KSP is a game where you build rockets and fly them to other planets. What SQUAD contributes to it is the platform, a physics sandbox where you can create your own rockets and rovers and space stations and planetary bases. The things you have listed are simply out of scope for this game concept. Also, I don't think it's fair to deny that the game has not improved much in the past years. A lot of people have put an insane amount of effort, time and creativity into this game and this clearly shows. Also, you mentioned that you have exhausted the possibilities that keep this game interesting for you - how many hours have you spent with it until you realized that? It's a simple calculation: How much have I paid for how many hours of enjoyment? KSP will score easily waaaay waaaaaaay higher than most titles from mainstream publishers. PS: I hope this does not come over too harsh, I don't mean to offend you or disrespect your opinion (just in case this got lost in translation).
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I bought this game for 37 EUR when it was still in Alpha. Never regretted buying it, still one of my favorites after 1 1/2 years. There are a lot of games that leech on their prequels, suck really really bad and cost a lot more (looking at you, Anno 2205 and Simcity 2013). 3 days later I bought a copy for a friend for 17 USD in Steam Christmas Sale. And another copy for another friend later on for 23 USD. Just wait for some sale, you'll get it for less. BTW, if you look at the prices for computer games, 40 bucks is not that terribly much with games in the 80+ USD pricerange. Not to mention subscriptions and DLC packs (2 things SQUAD will never make you pay for).
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Is it possible to change your name on the Kerbal Forums?
Zoidos replied to Krullarikas's topic in KSP1 Discussion
From my experience this is usually not allowed in any forum. It would make things really confusing if people could just swap usernames whenever they want to. Basically you have only one option: Live with your current username (I don't really see any problems with it tbh if that helps). Registering under another name with a different mail adress counts as having several accounts and is not allowed. I could be wrong though. -
Really interesting. I can't download it though, getting a 401 error. Can't find it on Spacedock by searching either.
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Watched this video yesterday. Can't wait to get home from work and install this mod.
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Had the same issue. Make a clean re-install (backup saves, crafts, screenshots!!).
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I finally got around to install 1.1 with a decent amount of mod. Started with building a small spaceplane in sandbox with 2raapiers and a nerv. It flew really well and had ~900dV left in LKO. Italso had about 550 units of oxidizer left so the next step will be to replace the surplus of ox with lf and see how far I can get. On a related note, does anyone know how lf and ox relate in terms of mass?
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You can even turn an asteroid into a spaceplane and land it. Just ask @5thHorseman
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I doubt that KSP is nearing "Endgame". Recently someone posted a GIF from KSP on 9gag and dozens if not hundreds of people asked what the game is called. Pretty sure at least some of them bought it since. There's still a huge potential market for KSP.
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There was a mod for 1.0.5 that enabled you to freeze a craft in atmospheric flight and pick up later right where you left off. I think it's called atmospheric parking or sthg similar. I doubt that it has been updated to 1.1 though.
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10 points to Griffindor for situational awareness. Though I do hope you left her a nice tip for her reaction...
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Just figured out that KRnD stops working when I have Cryogenic Engines installed (KSP 1.0.5). I still have the button in the VAB, but selecting a part doesn't do anything (the KRnD window stays empty). Deleting CryoEngines and CryoTanks solves the issue. @-MM-: I guess there's not much point in trying to fix this before the 1.1 release (if at all possible), but it might make sense to put a warning into the OP, in case others experience this problem as well? @Nertea: Maybe also mention this in your thread? Cheers, Zoid
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I was just about to mention Cupcake, I was surprised I had to scroll down so far... I found a lot of inspiration from Cupcake's vids, especially for more efficient manned landing and crew transport missions.
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Welcome to the forums! Don't remember exactly when but it was in my first carreer. I started to build a small station in lko using 1.25m parts. It took quite a while and several redesigns ("huh. should've put rcs thrusters on this thing...") but once finally docked it was one of these awesome ksp success feelings. I actuallystruggled a lot more with mastering orbital rendezvous.
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Welcome to the forums and the addiction. It depends on what you are looking for in KSP. Realism? Awesome Spaceplanes? A deeper, more diverse Carreer Mode? If you are new to the game, I would suggest Kerbal Engineer Redux, which gives you a lot of info that helps to design crafts and get a hang of the mechanics. Chatterer, Scatterer, EngineLighting and Planetshine give you a more immersive and beautiful experience without changing the gameplay. You can also try some new parts once you grasp the basics of the game (Novapunch, KW Rocketry and MKS are my must.haves). If you're into Spaceplanes, I recommend B9 Aerospace, KAX, AoA Tech, MK2 essentials and MK2 Stock-a-like expansion. Firespitter enables you to build some bad-S atmospheric planes, helis and other stuff. If you are somewhat experienced, you might want to look for mods that give you further challenges and more stuff to do. Station Science and UKS are good starting points, the latter especially in combination with Life Support mods such as USI LS or TAC LS (which I personally prefer). Also RemoteTech or AntennaRange. If you are looking for ways to spice up carreer mode, I would suggest Strategia, KRnD and StateFunding. There are also lots of very interesting contract packs to alter your experience. I would really recommend you to just browse through the addon releases forum. Sometimes you can find mods you didn't even know you were looking for.