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Black Dog

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  1. Lots of Pictures incoming: The Landing was on Minmus, close to the Minmus Monument. Shadow starts appearing: And growing: Until there is almost complete darkness around my ship: Lets turn on engines: Landing: The Minmus Monument doesnt seem to be affected: But as soon as i touch down, things get weird and my rocket gets thrown around: Hope that helps.... Edit: The Radius of the Shadow Zone seems to be pretty much 1000m. I can see everything outside without problem. But inside there is nothing but darkness. Havent tried to bring some Illumination parts along - no idea if they help. Another Thing... The Darkness seems to be dependant on my zoom-level. The further out i zoom, the smaller it gets. Have a look at the ridge at about 11o clock in the picture. First with maximum zoom-out: Then I zoom in. It is getting swallowed: And more. Ridge is now completely covered in Darkness:
  2. Whenever i try to land on the Mun or Minmus, the game creates a bubble of pure darkness around my Spacecraft. Even when landing on the sunny side, as soon as a get to around 1000m above ground level, a rapidly expanding circle of darkness appears on the surface of the celestial Body.
  3. Or the sale price, system requirements and control options (HOTAS?)
  4. Since KSP will be a completely new game that probably won't copy anything from the KSP 1 code, you can be pretty sure it will have a completely new Kraken with improved effects.
  5. I wouldn't count on it. In the past, mod support has always been the Achilles heel of console gaming. This goes especially for games with multiplayer to prevent cheating and connection problems when lots of players run different mods. So even IF there are some approved mods, chances are, the number will be harshly limited.
  6. Don't send any unmanned probes. It's always Kerbals with USI Life Support to add to the difficulty. So it's usually 2-3 missions on and around Kerbin, then flying around mun/minmus and leaving Kerbin SOI to get Kerbol science before attempting the first lander on Mun/Minmus. After that it's Duna/Eve Flybys befor landing on one of the moons
  7. During science career, I usually set the slider to 20% Science rewards. Sometimes even 10% and adding a flat 20-50 point to get you started. This means the progression curve is much flatter and you have to build some rugged rockets to achieve your goals.
  8. That's why MechJeb is a mod and not part of the base game. No one wants to take mods away from players that enjoy them. I personally never used it, probably never will and I have almost 1000 hours in KSP. Never missed it either because I learned so much more flying my own rockets. And being on suboptimal trajectory because I missed a decoupling or maneuver point by a few seconds makes it more fun than calculating the perfect amount of fuel and then watching MechJeb do all my work for me from start to landing. Why would you assume they are a) a minority? b) even thinking about what mods you run? c) actively trying to keep your favourite mods away?
  9. To be fair, it would be nice to have a KSP2 Mission builder right from the start. Being able to create a new corporation (e.g. KSP Junk Works) and setting a series of missions you can do for them would give modders and other creative heads a fair deal of stuff to work with. But since we don't know yet what kind of "campaign" is already in the works I prefer to wait patiently.
  10. If one piece of shrapnel can't hit a moving target, how about 20.000 of them *crying from Processor*
  11. Basically everything @Stratennotblitz has proposed in one of his threads. No conflict for control, space pirates, trade hubs, random anomalies throwing your course off, rebel repair stations, alien space gas stations or MMO-hubs. Oh and PLEASE no leveling system where all your engines automatically get better to match the newest set.
  12. Best strategy against griefers would to build your outpost on a remote asteroid circling the planet closest to the star of a neighboring system. It would force those parasites to actually learn how to play the game.
  13. This is not a Colony Defense game. Neither an MMORPG nor a session of Stellaris. So this will NEVER happen
  14. Most players in KSP don't even play in career mode. For them KSP is like a man cave filled to the brim with tools to build something and then use it to reach some vague spec of light in the night sky. They are happy playing in their sandbox. I for myself would like to see some missions to do, rewarding me with progress or a shiny new toy to play with. But looking at your other posts, I guess my opinion about the kind of mission I'd like to see would gravely differ from yours. So yes, for a mission creator allowing modders to add their own campaigns or set their own targets. But NO for "war in an interplanetary scale, because the Jool Kingdom attacked our defense satellites, and we nee to assemble a fleet to hold them back at Duna"
  15. A few quest-lines for different companies or maybe a space race themed tutorial will be the closest KSP will get to actual conflict. Sure there will be mods like BD Armoury, but even those are more of a physics playground than actual warfare.
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