-
Posts
861 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Evanitis
-
-3 (+)
-
For 'low magic' solutions, I'd be thinking in space-stations loaded with a massive amount of small, self-guiding rockets. Those have to travel a lot less than anything launched from the ground, can change course fast enough so a manned and armed spaceship can't just steer out of the way in time. I also imagine the torpedoes could do some manuvering, so unguided point-defence won't take them down from too far.
-
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Evanitis replied to rbray89's topic in KSP1 Mod Releases
It's so cool when one comes to report a bug slight inconvenience with an awesome mod just to find that it was recently fixed. Thanks! -
Deploy Multiple Satellites On One Trip?
Evanitis replied to Geoclasm's topic in KSP1 Gameplay Questions and Tutorials
Yes. These days sat contracts require you to launch a 'new' satellite after accepting them. But any number of active contracts can be completed with the new craft that you build after accepting them. -
-2 (+)
-
Spaceplane vs capsule/ballistic pod
Evanitis replied to lobe's topic in KSP1 Gameplay Questions and Tutorials
I was under the impression that kOS could fly any SSTO to orbit and back, given enough time to teach it how to. Trying to write such script is definitely on the list of my long term KSP projects that I'll probably never do, due to lack of sufficient freetime and patience. -
Spaceplane vs capsule/ballistic pod
Evanitis replied to lobe's topic in KSP1 Gameplay Questions and Tutorials
Yay! Seeing that picture saved me like ~6 launches on my ongoing Elcano challenge. I was launching unwieldy messes, just because I could. Thanks! -
Looking to add a selection of custom flags.
Evanitis replied to SSgt Baloo's topic in KSP1 Mods Discussions
http://www.curse.com/shareables/kerbal/category/flags-and-decals This looks like a ton of flags, just on the first page. Also.. I don't know if I as a graphics guy is allowed to say that making flags is really easy, but making flags is really easy. -
Kinda' that. The Elcano challenge is much fun when something goes wrong, but while everything is right, one needs a good book. Reading GoT.
-
Best parking orbit for interplanetary voyages?
Evanitis replied to Ketatrypt's topic in KSP1 Gameplay Questions and Tutorials
You are the second well established player to state that in this thread. What's so hard in a Mun assist for escape? I have much more trouble to do the same on the arrival. Well, not around Jool of course - it has a moon at every corner. But when coming back to Kerbin, I can't slow down and wait for Mun to be at the correct angle, so many times I can only get an inefficient assist. That's usually enough, and Minmus can help a bit too, so it's not a problem. But lining up the escape is much easier, unless the window is really 'thin', like the Moho one. But for like Duna or Eve, you get weeks while the required dV difference is around ~100 m/s. Waiting for the Mun to get into the perfect position saves a lot more than that. -
-2 (+)
-
-2 (+)
-
Can't say I read the whole thread, but I never noticed it's about stock. If it is, I'll stop posting, as I didn't play like that years ago, thus my opinion is irrelevant. Well, it is anyways, but you get my point. Though I was under the impression that the vast majority of players mod this and that. Vanilla career with default settings wasn't too appealing indeed, especially when I let the appearing contracts decide the direction my space-program, instead of the other way around. It took me much tinkering before I was satisfied by both the income rate of the various resources, and with the progress of goals in the game. By that time I took like 10% of the available contracts, but it became compelling. But not nearly as much when I started to experiment with contract packs, and removing the majority of the original ones. So in the end, I agree with you. Vanilla career has annoyances that other game-modes doesn't. Hell, if a buddy of mine told me he'll start playing KSP the first time, I told them to play Science mode. But I think career mode has the best potential, and we KSP players doesn't have to wait for Squad to fix it, as we have unlimited options to do it ourselves. But when I'm lazy to explore some more, I just launch a quick sandbox mission.
-
-1 (+)
-
By 'it' you mean you tried every combination of the starting conditions with every mod that potentially alters career gameplay and you found none of those compelling? If that's the case, I just accept that the 'to each of their own' mentality is sometimes the correct answer. I rather continue on my neverending KSP quest to find the setting I like the most at any given time, in any given version.
-
Comparing the current stock career mode to real life space exploration is a different thing than comparing it to other game-modes. I like built-in limitations, and this one has the most of them. Never said it's prefect or exceptionally immersive. But for me it's more immersive than building a 600t high-tech rocket on day 1. Though the beauty of KSP is the vast possible options one can try to find enjoyment in. Even only in stock, not mentioning the plethora of mods. I could say 'to each of their own', but I rather explore other people's favorite settings too. I wanna build a huge Overland style land-train one day for a circumnavigation.
-
Welcome around! Explosions and crafts before players get infected by silly ideas like 'efficiency' 'delta V' 'transfer window' and such phenomena are the most spectacular ones. Do post some if you have such at hand! Anyways, see you around!
-
Arrrrrgh. I had a lot of failures with linky images... trying such simple methods never occurred to me. Double arrrrgh. They are all back! They were just hiding because they sensed I'm about to eliminate them. But ain't givin' up. One day all 'them pesky grey lines will burn!
- 244 replies
-
- insert image
- attach image
-
(and 3 more)
Tagged with:
-
Let me note two discoveries that you might find worthy to add to the OP. You can't turn an image into a link by only BBcode or the YSWYG system alone, but the combination of the two works. To do so, one needs to click the 'link' button, add the desired URL into the URL field, and the url of the image - in IMG brackets into the 'Link text' field. It'll look silly in the input field, but works fine once posted. Example: URL: https://exapmle.target.link.ksp/content Link text: [IMG]http://i.imgur.com/vwxyz.jpg[/IMG] The other thing is a pet peeve of mine. I hate to have "Edited by Evanitis" notifications under my posts, just because I fixed the spelling after reading what I wrote. But if I post something (even just a dot) right after, the two posts are merged, and the shameful grey text is gone. Of course it only works if no one posts in the thread before the workaround. The time-limit to do so is somewhere between 10 and 30 hours. . <- see? the only trace of my edits.
- 244 replies
-
- insert image
- attach image
-
(and 3 more)
Tagged with:
-
Spaceplane vs capsule/ballistic pod
Evanitis replied to lobe's topic in KSP1 Gameplay Questions and Tutorials
I merely wanted to point to the semantic differences of various players when they write or read 'SSTO'. One always has to read along the lines if they meant a spaceplane or a rocket, as these four letter only indicate a craft that doesn't do staging before it's PE < 70km. But you are right, there are more distinctions besides if the vessel has wings or not. I always tried to pay attention on clarifying which of the two big options I meant when posting. It haven't occurred to me that the different interpretations doesn't stop there. It indeed matters if I just used the craft in question to lift a payload, or if I refueled it to deal with the extra weight and use it for prolonged missions, or if I jettison all the useless parts do do the same, not to mention the technological and astronavigational marvels that go to like Laythe and back without ever staging or refueling anything. I feel we'd need a lot more abbreviations to label all the options that can happen after reaching orbit. It's better to just call everything an SSTO and figure out the rest from the context. -
0 (-)
-
Best parking orbit for interplanetary voyages?
Evanitis replied to Ketatrypt's topic in KSP1 Gameplay Questions and Tutorials
I don't believe you. Hell, I'm a guy who has problems adding up numbers with multiple digits, but even I can do that. After a reload or two. But that only shows I didn't practice it much. -
But you can't really return to KSC screen when an aircraft is in the air. As I recon, the game even gives a warning-screen that it will revert to the last valid autosave - most likely the one where the craft is on the launchpad. Not sure if that's the case with BDarmory and autopiloting, but it seems so.
-
Yeah, guess it's just the potato-user in me talking. If we wander into the wishful thinking category, I could also include a high-end powerplant computer into the fantasy.
-
When science mode was introduced, I only played science mode. When career mode was introduced, I only played career mode... until very recently. I kinda' forgot that stuff like RTGs or nukes or generally the whole end of the tech-tree exist. When I unlocked everything, I restarted with different mods and / or starting conditions and self-imposed limitations. I just recently rediscovered the joy of launching a craft in sandbox while bits of the last one are still impacting around. Though if 1.1 arrives, I guess I'll just play career mode again. I like to do stuff I don't like to do.