

AlexTheNotSoGreat
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KSP2 Tech tree and For Science! VAB (and analysis)
AlexTheNotSoGreat replied to Strawberry's topic in KSP2 Discussion
Holy cow, I hadn't even noticed how expensive the later nodes get. Sounds like that'll help incentivize more interplanetary missions. -
Where's Gene and Wernher von Kerman?
AlexTheNotSoGreat replied to Lach_01298's topic in KSP2 Discussion
Meanwhile Bill, Bob, Jeb, and Val: -
You promised us communication, where is it?
AlexTheNotSoGreat replied to RayneCloud's topic in KSP2 Discussion
Oh I know, I'm merely saying that if they have a game plan, they should rethink their way of conveying it. -
You promised us communication, where is it?
AlexTheNotSoGreat replied to RayneCloud's topic in KSP2 Discussion
Intercept should really look at how the Factorio devs are presenting their content plans. Minimal secrecy, minimal hypotheticals, trying their absolute best to explain how a feature is implemented and why they chose that route all the way down to showing every UI and edge case. Considering it's already gotten me hyped for the game's DLC without even going into the primary DLC content, I'd say it's a good strategy for both getting trust and hype from a community. -
Because some bugs, like the orbits decaying or wobbly rockets or absurd GPU usage from the terrain, are at the foundation of the game and should've been addressed before more content was introduced.
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I think a mod like snacks is a good way for a stock life support system to be approached. The mod only adds 3 new parts and 2 new resources simply for storing large amounts of snacks and soil (the waste product), but otherwise works perfectly with the stock game since it uses existing crew modules and the MPL for recycling waste and using ore to make more snacks. There's plenty of options per save file for tweaking the consumption rates of snacks, the penalties for not feeding kerbals, and the effectiveness of soil recycling. I'd also like to point out why I think life support is important for the stock game; an incentive to think more with crewed missions. As it stands currently, it's a better idea gameplay-wise to simply send kerbals on one-way trips to planets instead of using probes, since probes need continuous power and comms signal to work. For upcoming content in KSP2, there wouldn't be an incentive to use high-tech parts to get to other planets faster or build large habitats on ships since you could just timewarp for years with a crew that has zero extra living space (this would be within a given star system, since even timewarp would take too long to skip through millennia of going interstellar on chemical rockets). Obviously some players don't want to care about that, and that's fine; just make it a toggleable feature like commNet. But I really think there is a place for a stock life support system, even a simple one, in KSP2.
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Release KSP2 Release Notes - Update v0.1.1.0
AlexTheNotSoGreat replied to Intercept Games's topic in KSP2 Dev Updates
Or maybe the mag-boots were magnetized to literally every surface by accident. -
[snip] It's almost like some bugs are much harder to fix and/or are more fundamental issues in the game than others.
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[1.12.2] BARIS - Building A Rocket Isn't Simple
AlexTheNotSoGreat replied to Angelo Kerman's topic in KSP1 Mod Releases
Any plans for putting this on CKAN?- 571 replies
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- baris
- part failures
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I'm just curious what has happened to Jool...
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
AlexTheNotSoGreat replied to SuicidalInsanity's topic in KSP1 Mod Releases
Oh, had no idea you could do that. Thanks!- 1,520 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
AlexTheNotSoGreat replied to SuicidalInsanity's topic in KSP1 Mod Releases
Have you considered getting RealPlume patches for these engines?- 1,520 replies
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