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egoego

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Everything posted by egoego

  1. It's not broken, evey KSP player should know that a μ is a quarter pounder with cheese. So this formula just describes how many burgers you have to bring to convince Jeb to make the rocket work by sheer will power.
  2. If you go there you will cause an overflow which could result in one of two things: Gamecrash. You come back from the other side of the Kerbol System. You should try out and report
  3. I use strategies from time to time, mostly the one that gives you more science. The setup costs are pretty high, but removing them and the penalty would make them way to powerfull. Using them to control what kind of contracts you get sounds like a good idea, though. This sounds a bit like the missions described in this post: http://forum.kerbalspaceprogram.com/index.php?/topic/128832-trying-to-tie-the-loose-ends-of-career/
  4. A nice guide. 5 stars and a like from me. But : I would rephrase that to something like: "If you don't want to do the math yourself you could install MechJeb..." There are ways to find out the DV of your rocket without any mod. KSP tells you all the numbers you need (total mass, fuel mass, engine Isp) and the required math can be found in the wiki or in some good places in the forum (can't search for it myself right now, because I'm on the phone). Please don't tell the people not to try to learn something by doing it on their own and install a mod instead.
  5. 1. This thread should be sticky. 2. To answer the question: When you set yourself a goal, and some rules on what you can and can't do to achieve the goal, you have a nice game. If you bend or break your rules to achieve your goal than there are two reasons for this: Either, you feel good about achieving the goal: Then your rules where to hard and it was not cheating. Or, you feel bad about achieving the goal: Then you cheated yourself, robbed yourself from joy and excitement you could have had.
  6. Mabye Kerman is not a last name as we use it on earth. Maybe they use it as a distinction of other kind. Maybe they hope to find live on Mun and Minmus and meet a Valentina Munman or a Jeb Minman.
  7. Having the milestones displayed as such a tree is a nice thing to have. Currently we lack a display of what we have achieved so far, with this tree it should be easy. Choosing your own missions plays well with the sandbox idea behind KSP. Having these missions tied to milestones gives the game a chance to react to our mission choices. I like that idea. Having the option to add constraints (e.g. reaching a milestone within the next 2 years) improves on the abillity of the game to react to your choice. What kind of constraints are possible is up to the developers, they have to find a way to track them. Missions could be something like this: First milestone: Land on Minmus Second milestone: Orbit Duna First constraint: Ship must have part X (e.g. Science lab) Second constraint: Ship must have N kerbals on board Third constraint: Must be achieved before date D Where the user decides which (and how many) milestones he wans to put into one mission (he could have multiple different missions instead) and what (and how many) constraints go into that mission.
  8. If something like that gets implemented it should be limited in a way that prevents one type of contract to displace the other types totally. Or it could be a game option: Favour frequent contracts (as discribed above) Neither (the game doesn't react to how often you repeat certain contract types) Disfavour frequent contracts (you will get less contracts of the type you do more often) (or a number scale, where you can select how strong that effect is, positive or negative)
  9. Why do people always want to go to war with each other? KSP is a game of building and exploring and learning. It doesn't need any more explosions than the one from failed maneuvers. I assume this quote is sarcastic, but it shows a good reason why KSP shouldn't have a multiplayer option. (Even so cooperative exploration or space station building would be cool.) If anyone wants to play war, he/she should go and play a war game. But they shouldn't try and make this nice little peaceful building/learning tool, that KSP is, into something violent.
  10. I think it is fine to reach lvl2 within kerbins SOI. I want kerbals that actually can do something better than plain unexperienced noobs when I leave to a big mission like going to Jool or Duna (for me it's still a big thing, probably not just for me.).
  11. My idea on how engineers could improve on higher levels: Give them the ability to edit action groups in flight. Improved EVA and Surface samples from scientists sounds nice, too.
  12. Unfortunatly the documentation about things like key bindings not very good yet and the wiki is outdated. I hope they find time to document stuff in more detail once they are done with the bigger stuff.
  13. If the map in Mission Control would be to much hassle, I think it still would make things easier if you could switch from Mission Control to Tracking Station directly, without going to the space center outside view. (Actually I would love to go from any building to the other without the need to go outside.)
  14. Those seem to be Tail Connectors: http://wiki.kerbalspaceprogram.com/wiki/Nose_cone
  15. I really like how you told the story. Made me smile.
  16. I knew I missed something. Can I change my suggestion into documenting this? The wiki just has the X key listed as Cut throttle. AFAIK you can not time warp when throttled up, so the X key has no use while timewarping. That's why I never suspected him to have anything to do with timewarp.
  17. I have searched for this in the settings menu over and over but never could find it. A button to set the timewarp back to 1x (aka cancel timewarp) with only one click/press. At the moment to cancel timewarp you have to press the decrease timewarp button multiple times before you reach 1x and it has happend more than once that I ended up with 2x timewarp and unable to control my vessel because I didn't spam the button often enough. As the max timewarp is depended on your altitude above the planet it is not intuitive on how often you have to press the decrease timewarp button until you reach 1x. Only solution is just spamming this button to the destruction of the keyboard to make sure all timewarp is canceled and your vessel is contralable again. A button that can be pressed once to cancel all timewarp (even if it would step trough all steps under the hood) would really improve reaction time. (If this has already been suggested, please forgive me, I really suck at searching forums. The already suggested post didn't contain anything like this.)
  18. Bi-modal is my style too. Career for some long time entertainment (and maybe even learn something), sandbox to just fool around and have some fun. I prefer stock, just because my personel experience with mods in games in generall is bad. Too much hassle. There are some great mods and I am happy about any that get integrated into stock, but installing, getting them to run, keeping them updated ... No, thanks.
  19. Thank you for your answers. I guess my ships just hadn't been hot enough to see those extra highlights then.
  20. I am sorry that I opposed your ideas. Actually you are right with the point that the bottom of the ocean on other worlds also need to be explored. I am just worried that Squad may at some point declare KSP done and would stop working on it. So I hope for the current features (like wheels, we already have those) to be fixed and balanced, when that happens. If Squad would add more and more features they could run into problems keeping up with fixing and balancing everything. TL;DR: Some parts (like ballast tanks) to explore oceans (and fixe the bioms) would be nice. But I still think they should have lower priority than fixing current stuff.
  21. Oh, I already know what the F11 and F12 overlays do. And until recently I tought I knew what F10 did. But since 1.0.5 the F10 key cycles through 4 different texts, but I am not sure if they work as planed, as I can't spot a difference (exept gauges off and on). Am I the only one seeing 4 modes instead of 2 on the F10 key? EDIT: I will attach some screenshots the next time I have time to launch KSP.
  22. Before you could toggle Temperature Gauges on/off with the F10 key. Since 1.0.5 (I think) when you hit F10 you toggle through four different modes (something like) : Gauges on, Gauges off, Gauges off with Highlights, Gauges on with Highlights. But I couldn't see any differences between Gauges on and Gauges on with Highlights. What is it I should see highlighted? (I tried it while my vessel was overheating a lot of parts.)
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