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SoWeMeetAgain

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Everything posted by SoWeMeetAgain

  1. hard mode but then use extra parts mod? :/ I would have tried building a floating base out of empty tanks, connected with radial decouplers to a plane with solid boosters for immediate takeoff ... but whatever floats your kerbal back to safety
  2. I found that one hard to catch, too. At the very center of the flag out front seems to work. Usually in between the buildings in view also works (on one of those walkways leading to the double doors perhaps)
  3. I thought I bought a finished product, I got a beta version. I am paying to beta test a product. It's fun though, but I do feel a teeny bit cheated.
  4. if you genuinely think that's a good stance on that then you're blissfully simplistic
  5. the graphs in the upper right are misleading, too. if you have a final stage with it's own tanks you cannot exempt those tanks from being taken into consideration. "stage only" doesn't do squat with that. the running engines will run out of fuel in their tanks (naturally) and the top right will still show you fuel even if "stage only" is activated
  6. I bet none of your Kerbals ever stayed dead long but since it's already risen from the dead - mine was called the BoomPod, because it was just a pod with as many flea boosters strapped onto it as I could fit (oh and some fins and some chutes with the leftover parts after max weight was reaxhed)
  7. I agree noticed it because usually I burn the last stage as a improptu heat shield, but lo and behold it survives now
  8. the heat radiators are actually really useful for reentry - if you have some of those near the bottom of your spacecraft and you enter pointed retrograde they will emit all the heat created by the friction with the butt end of your spacecraft, no explosions (not even fins)
  9. http://forum.kerbalspaceprogram.com/threads/126574-1-0-4-Cargo-Bays-Causing-Objects-Adjacent-to-Belly-to-Overheat-and-Explode-on-Pad-or-Runway a lot of people experience it in different ways :/
  10. wrong and wrong look, maybe it's just a matter of limits of your imagination example: now radiators are needed or stuff will explode, but orbital stations do not have radiators and cannot be easily retrofitted with them so, if you're a good developer and you notice this problem (again, let's be realistic, nothing of that sort of introspection happened here), you do something like the following write simple checkup program that looks in each save file for vehicles in orbit/landed etc that do not have radiators, give a prompt to the user asking him whether to update the craft or stop the updating process(!), then just add the radiators anywhere. simple sanity check after that, done get it? of course that requires the developer to first know what exactly his update will do, what it will break and why which again brings us to the topic that we're being treated like testers, rather than customers who paid for a "full release" in which something like this(description in a post above) never should happen
  11. it's not my video, but it's so damn good ... watch 'til the end, pay attention to the hilarious captions
  12. no, it was not necessary the way it was done if they indeed knew this would break the save files (which they didn't, let's be realistic here), they should have taken measures to convert the save files yes, write an extra little save-patch program just to keep the save files compatible yes, extra work yes, paying customers, not beta testers pure awesome, that explosion, nice
  13. eh, I bought a "finished product" (it's not marked as alpha or beta or anything), it auto updates as all games do on default, updates should never ever break save files unless absolutely necessary, that means certainly not on accident like here.
  14. had no option that fit ... it fixed some problems and introduced some new game/savebreaking ones I thought I was buying a finished product but this feels like we're still testers that not only do not get paid but rather do pay themselves
  15. So I had to do an emergency landing, and no matter how long I wait it just doesn't cool down the engines ... btw radiators don't seem to work with plane engines, they do naaaaathing http://postimg.org/image/9xbbkmbxb/ the following procedure got rid of it: -cut out all the mod files from the GameData folder -deleted .cfg files in the main folder -told steam to check game cache (5 files reacquired) -reintroduced the previously cut out mod files and now the engines cool down again
  16. from your writing I have deduced that you are either a kid or consider yourself to have been better than other kids. Regardless, read up on "a tall chinese" if you will, please.
  17. are you trying to say that it is patronizing if I say that children cannot do as good as adults in pretty much everything? how was there new info in that? I stated right in the opening both that I have just recently started, that it was not super easy in 1.0.2 and that it is now in 1.0.3
  18. see, if it was not super easy for me, and now I am complaining about how easy it is, what does that tell you? that is sad to hear indeed :/ but mods will fix it ... I guess thanks for your reply
  19. Hello everyone, I just recently started playing. Immediately went for some realism mods like FAR (which was a pain) and 1.0.3 seems to have broken some of the mods. So I tried playing a vanilla career game just for fun. Two successive boosters put you into suborbit. And not even close. Why? I remember it being a good, nice little challenge to first get into suborbit with only 30 lowtech parts and 18t maximum. Now it's just ... click click done. Is this a trend that will continue? Broader audience by making it child-easy? The ones who want it hard will do their mods or something? And I didn't do the math ... but how the hell does that work now? What changes were made that make the same booster so much more able to get you into space? looking forward to hear your opinions, cheers
  20. http://forum.kerbalspaceprogram.com/threads/126291-Rolling-back-to-v1-02?p=2034769 apparently some problems ... had one, too just as I was getting the hang of FAR and my first plane was somewhat stable
  21. I have no idea why but it works now ... I just started KSP up today, decided to make a screenshot, and it works. And suddenly my planes fly again (they were sticking to the surface of the runway yesterday), too. So it seems restarting KSP solved it :/
  22. Hello - so does ferram aero space disable the "center of lift" feature? Because it doesn't work with it ... I disabled mods one by one and after finally deleting FAR it worked again. Would be a shame if that was the case ... I had problems setting up FAR in the first place (the first time I tried it just did nothing, now I got the ingame icon and it definitely makes things explode so it did something ) and now this ... halp plx cheers edit: to clarify, this is talking about the feature in the vehicle assembly bay and spacehangar equivalent
  23. Hello everyone, So today the game was off 25% on steam and I had my birthday recently... which means I now own the game :-) I'm looking forward to playing it, even though I'm kind of curious of how big the problems mentioned in this thread are going to be. One thing I noticed right away is that the ship building is much improved over the demo version with the rotation and displacement tools! Can anybody tell me what's up with windows 64 bit and mods like ferram aero space? I installed it (even though it said no w64b) but didn't notice any difference... so probably doesn't work. Why? When? cheers
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