K3RBAL KOL4
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Everything posted by K3RBAL KOL4
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You forgot the option "Can't get anywhere because.. 1.0.X Aero model."
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[1.3.x] SETI, Unmanned before Manned [Patreon]
K3RBAL KOL4 replied to Yemo's topic in KSP1 Mod Releases
Your ....'s broken brah. Your tech tree has random green buttons all over the place.. Well done.- 2,515 replies
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does anyone else dislike the new drag simulation?
K3RBAL KOL4 replied to endl's topic in KSP1 Discussion
New Aero is trash for rockets. worthless.. But excellent for planes. -
Go into your item .cfg files and lower ablator levels of heatshields and lower max-temp of all other items. If you want them to die just send them on a very steep re-entry without parachutes, if they don't explode the lithobraking will certainly do the job.
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More insults with little substance.
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"and my craft just kisses the surface without losing any speed on reentry. Parts don't even heat up. The problem is hard to reproduce, because it happens totally randomly" - From FAR thread Yeah, I'll go with a worse mod that constantly causes the above issues.. among many, many others.
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Well good for you.. If you look through the forums it is clearly becoming less fun for many players because of the aero. Clearly there are terrible design issues. HAHA you are so funny, you had fun this morning. No responses with substance or rebuttal just laughs. hahahaha. And we wonder why nothing has been done to make this Alpha-esque game actually become what was promised to paying customers.
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Remember when you could design a rocket, plan a station, base or landing and actually get it done? Seems like those days are gone with the 1.0.X Aero system. It isn't fun anymore as far as rockets go. For planes it is definitely great compared to .90 but the .90 Aero was perfect for rockets. It was still a challenge to get your stuff to space but you could at least get what you wanted into space and move on... It feels more like a chore spending countless hours tweaking and balancing and rigging just to get around the gauntlet of simply getting your stuff up to an apoapsis you want, not to mention hoping to have enough fuel to circularize to actually play the game beyond just getting into orbit. The fun of KSP has lost stability and is tumbling because of the new Aero and it needs to be fixed.. Why has Squad said/done nothing since their knee-jerk 1.0.1 and 1.0.2. "You can't complain" you will say... The hell I can't, I spend $ for a game and they took 2 steps backwards from .90 BETA.
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How Much Time Have You Spent Playing KSP?
K3RBAL KOL4 replied to SelectHalfling0's topic in KSP1 Discussion
Had 180 hrs with .90. As of now Steam says I have 280 total hours. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
K3RBAL KOL4 replied to KospY's topic in KSP1 Mod Releases
Update to KAS for 1.0 coming ever?? Can't be that much difference. Been a week and a half.. -
Title pretty much sums it up. Where did the drag info go from the parachutes?
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Is anyone even working to update this mod? I can't imagine it would take much seeing the dozens of others which were 1.0 compatible within hours of the launch... Is there a wall to updating this to 1.0? It's been over a week and this mod is a must for me.
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Refuelling depot: permanent tanks, or visiting tankers?
K3RBAL KOL4 replied to hoylemd's topic in KSP1 Discussion
IMHO.. Just build with Docking Ports. This way they can be permanent or undockable. No need to tie yourself down with permanence. -
The thing just causes massive build failures at random times.. Very volitile and bugged. It tears apart ships and rockets, sometimes just buy being on the launchpad/runway.
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If you ask me, I think most who were given the opportunity to be part of experimentals blew it off. Case in point, the stream-a-thon the weekend before release... Not a single streamer appeared to have any idea what they were doing or what the new features were. It was as if it was their first time playing the game at all in a month or more, trying to learn basics... not to mention the kid aggro surfer glider... That is what upsets me. I don't think those who were supposed to dive-in did... They were unprepared and clueless and I don't have any problem criticizing those who wasted an opportunity that thousands and thousands of others would have taken whole-heartedly.
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I am obsessed with service bays. (Many Pictures)
K3RBAL KOL4 replied to itstimaifool's topic in KSP1 Discussion
You mean your service bays don't rip/destroy/annihilate/explode your ships?? Doesn't matter how clean of a build I have, the Service Bay = rocket destruction every time. I know I'm not the only one too, Twitch streamers get the same thing every time. -
Oceanic Exploration?
K3RBAL KOL4 replied to Fraggle's topic in KSP1 Gameplay Questions and Tutorials
IMO this could/should be Squads next project. Kerbal Oceanic Program... I posted a suggestion a while back. This would be a great standalone that would compliment KSP very well. http://forum.kerbalspaceprogram.com/threads/115828-Squad-s-next-project?p=1842614#post1842614 I watched 'The Abyss' last night and made me want it even more. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
K3RBAL KOL4 replied to sirkut's topic in KSP1 Mod Releases
So what consists of the full IR pack now? You guys have me and others confused.. you have the reworks.. rework expansion and then the Magic Smoke Industries Infernal Robotics... seriously, there has to be a better way to organize. -
Pleeeaaasseee update this for 1.0. I just don't feel right w/o it..
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Tech Tree too Hard? Grindy?
K3RBAL KOL4 replied to spinomonkey's topic in KSP1 Suggestions & Development Discussion
I think your issue is that you are used to Science being rewarded to you as part of a contract reward along with $ and rep. This is just one of the many things about pre 1.0 that we all need to let go of. I had the same feeling of it seeming more like a chore to get science than fun until I realized that you can get Science from playing around with the equipment you have, no matter how low-tec. I created a little 'pod-hopper' that I would launch to each building/area just of the KSP. I would launch, go in a direction with a pod and science mods and bail from the rocket and try to land in the general area of where I was aiming with parachutes. Doing all the science just from each building area at the KSC gave me hundreds of Science, then the challenge of tossing a rocket into 1 of each Kerbin biome gave me a few hundred more. Tbh the trial and error of getting to each spot was entertaining. I even landed the top of the VAB by accident. If you get science as you go you will have more than enough before you know it and it can be entertaining as well. -
I'm sorry.. it has to be said. Thus far, 2:30am MST, the Twitch 1.0 stream has been a massive failure.. Even based on Kerbal standards where failure is part of the process.. I have never seen such unpreparedness for such an event. 1.8 Million total views and these guys seem like they didn't even know ... they were doing. All the hours these idiots claim to have on this game and yeah... even considering the newness.. and the "it was just thrown at me" excuse.. Poor job guys for real. 5 hours and the only rocket that left Kerbin had no chance of succeeding to dres. Squad deserves better than these amateurs. God only knows how many hours of fail footage they dig through to get the 10 min videos that made them look competent.
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With KSP 1.0 on the horizon does Squad have any other projects aside from occasional patches/fixes to 1.0? I was watching a documentary on Netflix, one where James Cameron takes a 1-man sub to the bottom of of the supposed lowest trench in the ocean. They go from concept to design and construction of the sub and I thought this should be Squad's next project: Kerbal Marine Program (or some variant, Kerbal Sub Program, Kerbal Oceanic Program). Designing and launching ships/subs to various depths at various locations looking for various science/data. As KSP has a secondary Space Plane program, this project would have a surface craft program where you design seaworthy ships that act as both command vessels and launch platforms for the underwater (primary) vessels. Too much to ask?
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KSP world... Been trying to mod textures, specifically fuel tanks. I have found some tutorials that deal with .mbm, .pbm, .png, blah blah blah... I cannot get anything to open up properly in PS. I have PS CS4 64-bit. The closest I have come to getting a real editable image was a greyscale image that was out of proportion and had a blank line every other line. Is it because I'm running 64-bit PS? Is there a more direct option? idk why Squad makes this type of edit so ridiculously complicated and unpredictable. I have followed every step, done all the math and still nothing will open up properly. I just want to edit a plain boring fuel tank texture... is it really this hard?