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KSP2 Release Notes
Everything posted by fireblade274
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This was probably due to some form of animosity in Squad, why else would this not be mentioned on KSP forums first rather then Redit? With every other game dev who left we got a post from them in the dev notes and or a blog/announcement here on the KSP forums, but now almost every major dev leaves all at once and we still have no clear look at the impact from Squad that this has right before 1.2 is released? If everything was happy and dandy id expect the announcement of the mass exodus in the forum of multiple paragraphs in the latter section of the dev note tuesday, if not an official blog detailing the departure. This is KSP shattering news everyone until Squad tells us otherwise. Don't fool yourselves, this is not good.
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I've been under the impression of a lot of things in this game, which I've logged over 2.7k hours into over a few years. Though I have no burning desire to use multiplayer atm, was multiplayer not promised as a feature to be added with later updates, in addition to a graphical update? Since the mass exodus of devs, this leaves a lot of questions with the community. I'm wondering what everyone's thoughts are in regards to multiplayer, and what the loss of major game devs means for the game. Thoughts?
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Wow. This is crazy
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Yeah this does not sound good at all. Feels like Claw and especially Sarbian just started work at Squad. Seeing all these faces go all of a sudden, before the official release, things do not sound right. #wheelsarestillbroken #RIPhopesforlifesupportstock
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Ah but anyone hoping for Lifesupport could still be dismayed I assume
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I was under the full impression there was going to be a graphical update, 1.3
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The v1.2 Hype Train Thread - Prerelease is Out
fireblade274 replied to Whirligig Girl's topic in KSP1 Discussion
BOOOOOOOMMMMMM thats what im talking about. THE PROPHECY HAS BEEN FORTOLD- 1,592 replies
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- experimentals
- not the patience ferry
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The v1.2 Hype Train Thread - Prerelease is Out
fireblade274 replied to Whirligig Girl's topic in KSP1 Discussion
I'm callin it; it will probably be out next Tuesday the 11th, though a lot has been done there are quite a few newly confirmed bugs that have just started getting worked on after a quick look at the bug tracker, and about 300 new bugs yet to be confirmed. Not all of them have to be fixed before its released, but my guess is it will take about another good week (maybe + a day or two) to iron out a good chunk.- 1,592 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
fireblade274 replied to rbray89's topic in KSP1 Mod Releases
Could we get this added to ckan? -
Scatter? idk i dont even use scatter
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All this stuff is really great guys. I truly believe a deflatable addition to the inflatable heat shield, or a second version of the current inflatable heatsheld that has a deflate option would be a great addition to the game in increase the capability of what we can do in KSP. Even if you have criticism of the idea thank you, perhaps we can work out how to make it not OP, such as having only 1 inflate/deflate cycle or a small number of uses before its unsafe. I really hope Squad gets a look at this forum, we have way over 2k views and I posted this months ago! I can totally see this being a special addition for the 1.3 graphics update. +++ we has high poll numbers in favor of the deflatable heat shield Some main ideas I've gathered from reading this that people have suggested: -require a high level (4-5) engineer to EVA and re-inflate after deflation -require electrical charge for re-compression -only allow 1 or very few inflate/deflate cycles to simulate ware and tare, or add ablator, to make it less OP OR add a new version of the current inflatable heat shield that is top tier science level that has a deflate option, possibly with all the above suggested parameters
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I wish the first option would work for me, as I usually am trying to re-dock at my space station and not land. However, using the inflatable heat shield as a means to aero-break can be difficult to Incorporate in to crafts that are meant to be reused. If you want to continue using it, you'll have this large bulky tube in front of you for all subsequent missions, and make it impossible to dock from the front. Your second point I think helps further my point that giving the shield a deflate option is useful. It may not be impossible to use it for large SSTO/MSTO's, but it is certainly difficult to incorporate it into the designs. Having to pitch up to 90 AoA (though not hard to maintain if you have a good craft) is quite dangerous if your also trying to shake off an oversize shield. Though I lament the idea and think the shield should be reusable after a hypothetical deflate option, I'd be willing to compromise and say at the very least give it a single use deflate so craft coming back for landing can return with the heat shield. Giving the shield only one deflate use would make it less OP, even though I still don't think it would be that OP with multiple inflate/deflate cycles; the inflatable heat shield has slightly less heat tolerance then standard ablator heat shields. This is the first time I've made a post to KSP in months; this is important to me, and it looks like the number of people who've voted yes outnumber no 2 to 1
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What is the death rate if your Space Program?
fireblade274 replied to teag2's topic in KSP1 Discussion
I have kerbals that have died from bugs, so my death rate is no longer valid in my eyes lol -
@Jas0n correct me if i'm wrong, I believe the video stated that these were things happened in the pre-release, and these are recordings before they got fixed. Regardless I chatted briefly with EJ_SA on Twich and he said running stock he was getting the same glitch and other aspects of said glitch were affecting his craft, so pretty much all we can do is wait for them to get back to patching the game. funny video though
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Just watched a TV show on this, a few thousand years (1-3k) later skyscrapers would begin crumbling and steel structures will begin to have rust holes, and after only 1k parking lots will begin to get eaten by the soil, but stone structures like mount Rushmore will last much, much MUCH longer
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Part wise I'd like to see a shielded Sr. Docking port, and a Mk 3 inline 4 seat command pod anyone agree?
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http://plays.tv/video/57353f8329eb2dd1f8/kerbal-exploding-upon-contact-with-landing-gear-wheels-funny-but-annoying- My mods: DistantObject KIS/KAS Kerbal Engineer MechJeb Kerbal Alarm clock Atmospheric Trajectories Could someone load my quick save and verify that the exploding happens? Simply walk into a landing gear leg and BOOM. I've also fallen onto the tires from above and another BOOM. Fun stuff, but I must say its verry annoying and requires me to be too careful and much quick saving Quick save: https://www.dropbox.com/s/y0gx99pld7zx41u/quicksave.sfs?dl=0 KSP log: https://www.dropbox.com/s/31c2xsgmxv9w107/KSP.log?dl=0
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Native English speaker and I still have to think about it lol
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@The Game ColonelThank you for your service sir!
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@5thHorseman It makes sense heat shields are single use in real life, and I agree it can behave like a high speed high alt parachute, but I would argue this does not make them useless after reentry. From my point of view, this is KSP, where I've used heat shield's and the massive amount of ablator they have multiple times because I can in its reduced physics. Judging by the way the inflatable heat shield is currently implemented into the game, it does not use ablator. It uses a super heat resistant fabric that does not break down on the exterior like its cousins, but its max core temp is less then that can be held with the standard ablating heat shield. It can take on more heat, but must spend less time in it, Therefore, looking through the lens of the game and how things are implemented, it makes sense that as long as the inflatable heat shield is not destroyed, it is reusable for reentry and not useless. The only reason it is currently useless for reentry is because it can't be deflated! And actually since it does have favorable conditions going high speed high altitude, it fits the bill for advanced, large interplanetary SSTO's (and Multiple stage ones too) when coming in from Jool or Eloo so they can save DV by aerobreaking at Kerbin rather then having to slow down with your engines or do an Eve gravity assist first which takes a long time and is difficult to do without KAC or Mechjebs porkchop plots. The only reason they cant be used now in this way its because they can't be deflated once you reach low altitude and will turn your plane into a rock, and good luck trying to jettison it while flying into it also. Adding a large heat shield that can be deflated and reused is beneficial to the game IMO.
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Maybe not so much "larger" solar panels but moderately more efficient ones that would be a tech level above the Gigantor's At least one larger nuclear engine would be much appreciated More information added to the UI to aid the player in finding transfer windows and where to place the ejection node. I know Mechjeb does this but this feature should come stock once you have a level 3 tracking station, or upon purchasing a "computer module" in level 9 tech that helps you plot maneuver nodes for interplanetary intercepts, much like the porkchop plots in Mechjeb Bug fixes, can't wait for graphics update