

carlorizzante
Members-
Posts
109 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by carlorizzante
-
Whats still not good enough?
carlorizzante replied to Capt. Spiff's topic in KSP1 Suggestions & Development Discussion
I agree on this. I'm playing since two or three weeks, and I'm already feeling that the process of gathering science could be more interesting. It would be nice to have more reason to perform experiments and seek for science on distant places. More than the mere collection of science points to unlock parts. Because in the end I am unlocking parts to repeat the same pattern on a different environment/planet. The process is becoming a bit repetitive. It would be great to have a variety of reasons to spend more time exploring distant planets and for building science stations in their orbit. Perhaps more exploration with the purpose of mining, or for identifying where to perform some specific experiments, or where to place a base so that's optimally located. An other things I would like to see in KSP is the necessity to take in account for the survivability of the crew. Oxygen, food, water, electric energy, etc. Perhaps newbie could switch it off in the difficulty panel. Having to consider those factors while sending a manned craft instead of a probe would help balancing when choosing the former or the latter option. -
How to land an airplane?
carlorizzante replied to arien101's topic in KSP1 Gameplay Questions and Tutorials
Actually, it would be sweet to have a landing runaway, 90 degree with the take-off runaway we already have. So that the shadow would be at the side, and not behind the aircraft. -
Interesting. I'm new to the topic and this thread is gold. So, what about leaving the fuel in orbit around the Mun, landing with the strictly necessary, and getting back to it later on the way home? That way one won't need two engines (for lander and mother ship), but just one. What's left in orbit is the fuel for the trip back home.
-
Well... one could perhaps use MechJeb to simulate a semi-autonomous probe. I can see the limitation inherent to the RemoteTech mod. Still I like the idea that in order for a mission to be successful (and realistic), a sort of continuous communication with the Space Center is desirable. Kerbals can obviously go a long shot without it. Probes might need a bit more control, but again, doesn't a real Space Agency like NASA make sure to have a control of as many aspects of a mission before launching it? Doesn't NASA make sure to keep a communication channel with their crew or probes as much as technically possible? So why won't we? In the end it's a game, and as all games it's totally unnecessary playing it. However, the moment we decide to play it, we better accept its limitation and constrains. RemoteTech might be not perfectly integrated with the gameplay. I'm willing to cope with that because when I play I do it for the fun, I make my own rules. Money in game are secondary to me. I play for the experience.
-
I was speculating today with a friend about what KSP could achieve, and a possible future release of KSP 2.0. We ended up wishing for more base constructions on distant planets. Being able to seeing your colonies growing and expanding. Of course this might take years or decades of in-game time (for Kerbals, not for the player :-D ). An other addition I would like to have is some sort of automation. Being able to assign tasks to Kerbals that they can accomplish while you're away, or by Artificial Intelligence. Or being able to install a powerful AI on a rover and command it to go exploring the neighborhood. Also, Kerbin is a bit desolate for being the base of an intelligent life form that reaches the frontier of Space Travels. And other planets are a bit dull and empty, beside the biomes. So it would be sweet to have some more geological variety. Something worthing spending hours (years of in-game play) on planets. Duna could even offer some biological samples, like primordial bacteriae. Of course there is also the multiplayer frontier, where players compete against each other for reaching goals. And you? Would would you like to see coming in a future KSP 2.0? Edit: This post is not a critic at the actual state of the game. KSP is one of the most amazing games I've ever played (and I've played since the Commodore 64). It's simply a speculation of what could be possible in future for a video game about space science. Yes, KSP could be improved, and it will be with time. Rome hasn't been built in a day, we like to say in Italy
-
Indeed this is a good question. If I bring two Mystery Goos, and I transmit the data from both of them, will I get the same data that I would get if I would bring one single Mystery Goo in two subsequent missions? In fact the real question here is if I can compress the equivalent of two missions in just one, bringing twice the scientific material.
-
It sounds like a great news for KSP. But I do not own a console. Personally I would like to see a stable version of KSP on OS X sometimes soon.
-
Thanks all! I have now a much better picture on the whole things. Thanks, I think I understand what you mean. I didn't find any of those mods for improving the TechTree. I tried the Community Tech Tree mod and it didn't work well for me. I'll look more into this aspect later today. However, I accept that KSP is still evolving, and a conspicuous part of content is added via mods. So I'm willing to cope with some issues here and there. The game is still fun, and I enjoy the challenge added by RemoteTech.
-
Hello! I'm struggling with the challenge to build my first network of satellites in order to have a constant link to probes across the Kerbin system. It seems that in career mode I can't get access to a decent solar panel or other source of energy in order to power enough antennas per satellite to actually establish a working, efficient network. In fact I cannot unlock the Advanced Electrics branch - I assume until I've unlocked the previous tech branch (90 science points), which is a bit frustrating. Also, the antennas seem ok for the Kerbin system, but I'm afraid they might be a bit underpowered for sending probes on farther distances. I would really like to know how others usually proceed in order to build their first Communication network. How does it work for you?
-
Thanks. It actually get easier. I think I've managed to dock in less two orbits the other day. The all process was so counterintuitive to me until I figure it out what actually means to get closer to an other object's orbit. Now it's even fun ps. The tutorial made by Scott Manley is overly complicated. I found the in-game tutorial of a better quality and help. Also it's more streamlined and straightforward.
-
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
carlorizzante replied to DMagic's topic in KSP1 Mod Releases
Downloaded all three. Thanks a lot! -
Damn, I've done my first rendezvous and docking the other night. Holy crap, it felt close to impossible until, hours later, I finally managed to do it. I'm not sure that I want to repeat the experience anytime soon :-D
-
Exploration of Kerbol and heat management near it
carlorizzante replied to lajoswinkler's topic in KSP1 Discussion
http://images.akamai.steamusercontent.com/ugc/26241203488291383/C4B83B6D5DA63CB1C5062C4842ECFC90522980D2/ Quick question. How could I get the same info panel you show in your picture, with so much data about temperatures and flux things? -
Seeking suggestions to better my gameplay.
carlorizzante replied to Random Hooded Stranger's topic in KSP1 Discussion
As a total newbie, I like to keep things simple. Especially related to the weight to carry into orbit or to a moon. Some mods also helps, and KSP should include those tools at some point. For example, Kerbal Engineer Redux is very useful in order to understand how to optimize your stages. I also like to watch Scott Manley's videos on YouTube. I've learned a lot from him. In my career mode I still didn't unlock all the 90 points tier tech bits, nonetheless I can easily manage touristic contracts that want me to fly by moons. And that's easy money :-p ps. Also, installing probe and parachutes to your second or third stages help in retrieving them for reuse. -
KSP and Linux
carlorizzante replied to Fizwalker's topic in KSP1 Technical Support (PC, unmodded installs)
By the way, are you guys able to use all the shortcuts on Linux? I am unable to copy parts in the VAB, and I cannot ALT+click in order to transfer fuel (I could on OS X). I suspect the issues are related with the fact that I run Linux on a MacBook Pro. Nevertheless, if you have a solution that would be great Edit: Solved. I have to use the right shift key + the left mouse btn. In both cases. -
Same experience, and it's so frustrating. I installed Linux to get a stable KSP, and it's ok. Not so fluid like it was on OS X, plus my notebook heats up like crazy. Also, some shortcuts seem to not work on Linuz (like copying parts in VAB, or transferring fuel). I'm looking forward to be able to get back to play on OS X.
-
KSP and Linux
carlorizzante replied to Fizwalker's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks for the suggestion. I'm totally new on Linux so any bit of advise is very welcome. -
KSP and Linux
carlorizzante replied to Fizwalker's topic in KSP1 Technical Support (PC, unmodded installs)
I had a similar experience. KSP on Mac crashes like every 2 minutes (literally), and it doesn't run at 64 bits (which is crap). So I finally installed Linux (just for KSP, and some testing). Being on Mac, I opted for a dual boot installation. And I am quite happy with it. Frankly OS X is faster (it literally boots in seconds), way (way!) easier to use, and as much as stable as Linux. In Linux I just can't figure it out how to do basic stuffs like "show me the damn desktop!" - it's not that user friendly as I was expecting. It clearly needs some love by some good UX designer, but that's gonna happen sooner than later. Linux is something I would like to see vastly adopted in schools and public institutions. And I'm happy it's happening faster and faster. Anyway, KSP on Linux is stable as a solid rock. And it gave me an excuse to finally play around with Linux. So it's good on goodness. I would recommend Ubuntu to a newbie, since the installation process for Linux, if you've never done it before, can be pretty tedious and confusing. This is an aspect that has to be improved. Looking forward to see more Linux users on desktop computers. Good luck with your new Linux PC and have fun with KSP -
I supported KSP while still in Early Access on Steam, sort of a year ago maybe. And finally I started playing it a week ego, when I heard that it has been released. I am very happy that such a game exists and that I can play it. However, the Mac version of KSP 1.0.2 is so bugged that I finally had a reason to install Linux.
-
I am running KSP 1.0.2 on OSX and it is barely playable for me. In fact it crashes several times per mission, or the second time I'm in-out the VAB. Basically I've to re-launch KSP *every 5-10 minutes* or so (literally). I'm not sure my installation lines up with *lot of mods*. I think I've the bare essential: - Active Texture Management - Toolbar - Alarmclock - Chatterer - Contract Configurator - Environmental Visual Enhancer (I'm removing this today) - Kerbal Engineer - KW Rocketry - Hot Rockets - Procedural Fairings - Remote Tech - SCANsat - Science Alert I am at the very beginning of career mode, day 2. So no much going on in the sky or space. It is so bad that I'm even trying to install Linux on my MBP (retina, early 2013, 16 Gb ram) 'cos this game is too awesome. I suffer, but I keep trying :-D
-
[1.3] Kerbal Flight Data (Release 23, 2017-08-14)
carlorizzante replied to DaMichel's topic in KSP1 Mod Releases
This mod is very useful indeed. I'm running it on KSP 1.0.2 and it seems to do just fine (no FAR). Thanks! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
carlorizzante replied to cybutek's topic in KSP1 Mod Releases
Oh, I didn't know that. And in fact it works as you said. Thanks!