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Everything posted by Jimbodiah
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Ah, my young kerbal padawan. Once you get to Rocketscience 301 you will have realized hard work and effort is needed to become a true KSP Jedi.
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People gotta moan... But in all seriousness; I can actually agree with some kind of update fee down the line. It's not like this game is $60 and only patched 2-3x after release like the triple-A games. For the amount of fun I have had (mainly due to mods) in KSP at $40, this is the best value I have ever gotten out of a game for my money. I'd gladly pay $20 for a big upgrade to the game, even $5-10 for the yearly updates (i.e. 1.1 > 1.2). More functionality in the game would be great, as well as a more balanced science path (labs are seriously OP) with added options for transmitting/storing (like the science container in 1.2). Still missing in KSP (IMHO): - Joint Reinforcement (seriously!!!!!) - Mechjeb. Yeah yeah... but after 2000+ launches and dockings it gets tedious to the point of becoming a chore, so lets automate this. It's not like current spacecraft need manual input for every action, heck even Apollo had computers for a lot of the work. - Alarm Clock - Better contracts window (nitpicking) - Clouds - Real solar system option (to scale, tweak gravity to 1/10 for stock play and let RSS/RO tweak it back to 1.0x, best of both worlds, litteraly) - Science re-balance and an expanded tech tree like CTT - Something to do besides getting science, like building a launch base on another planet (logistics, mining etc). - Simple life support system - More part categories (1.2 is an improvement) - Expand the engines with LH2/Ox types
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Akron, I noticed the antenna dishes are extremely heavy, like 10-30x stock weights i.e 350-650kg. Is it possible to balance them out in a future release?
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Maybe Mage altered the engine specs? Haven't really flown RS68s since 1.0.5. btw: are you only using the main core or the Heavy version with two RS68 boosters? Just the core with a HUS/Orion will indeed not get off the ground. Hmmm. I just rebuilt one to check it out, but I get around 1.01 now (5.5 tanks), so I think the engine specs were changed at some point.
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@Dr. Jet ROFL
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I bet they are working on 1.2.1 as we speak gheghe
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Has it been released already?
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I already patched science labs to produce only 2x so that is no issue. Perhaps even leave it fixed as the slider will already multiply by up to 5x anyway. I have to try the 5x setting with a stock lab: the Mun should give enough science to unlock the entire techtree without even landing on it. Insane.
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@blowfish Only Nertea does this with hit tanks IIRC, SSTU should not be a problem. I've launched hundreds of full scale Delta IV heavies in KSP without issues.
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LOL! This uses the Orion CMX as the pod part of my Near Future shuttles. It's my favorite build in KSP, I make them in all my saves in one form or another as they are practical and very kerbal-like with their big heads and all. click to enlarge
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Aaaaaah... missed the 1.2 part... still playig 1.1.3 for a while until all my mods are updated (so maybe when 1.2.3 comes out ).
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Jimbodiah's explorations (pic of the day)
Jimbodiah replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
click to enlarge Earth Station 1. This station orbits Earth (RSS) ar about 3000km altitude and is sort of my bus depot for tourists coming from earth and interplanetary ships that will ferry them to their destination. This way I can use simple/cheap rockets (Ares I) to launch them from Earth to the station and back, but use expensive high-Isp ships to ferry them between planets/moons. This saves a lot on huge stages that will get discarded during launch making the trips a lot cheaper in the end as the interplanetary ships can be used over and over, only requiring some refueling and occasional reactor maintenance. It also has a science lab where Elon Kerman process any spare data collected by one of the ships that docks, and Scotty Kerman will take care of any ship maintenance. -
How do I get to see the feed from the onboard cameras? I turn them on but nothing happens (Yes,I have MM installed).
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Changing the output rate is not a problem, ie going from 5 to 1. Actually it's 6x as you can gather the same science for a second time once you start researching the original. BTW: It would be fairer if you could couple the data exchange rate (5x) to the science reward slider, giving 100% at 1x and 500% at 5x and just have a low fixed bonus of around 50% (vs 500%) for using a lab over retrieving it directly, else labs would be pointless.
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Jimbodiah's explorations (pic of the day)
Jimbodiah replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
click to enlarge Science mission trying very hard to land on Phobos (RSS). Here a stripped transport shuttle has a pod attached to the front for extra fuel and also a lot of science experiments attached to it. I tend to alternate these pods to shuttles during contract landings where I know I can get more science. After that mission is finished I dock with a station and undock from the science pod so it can be used by other ships if needed. It's all about saving weight and funds :-) -
@Crabman I am just kidding mac about his green bar OCD man, don't get upset, not meant that way.
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Haha, you have issues! I don't bother with the last 5% of the science for one experiment, that is usually only 0.1-2 science points that will not help any to get the next techtree node unlocked. Hence I take a sample and never look back for a second one. I can make some screenshots that will make you go nuts
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It is if you are fixing the values to get max science right away Science labs are the stock cheating system, I think they should decrease the return rate to 2x to make it more fair and needing to go to other planets instead of unlocking everything within the kerbin system. BTW I never take multiple samples (mostly mystery goo), just one per biome. I recommend xScience and automated science gatherer (collects science automatically when you enter a new biome and stows the data in the command module). If you're using science skimping mods anyway, might as well do it right