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Rocket In My Pocket

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Everything posted by Rocket In My Pocket

  1. ...I take it you never read the sequel to "Charlie and the Chocolate Factory?" https://en.wikipedia.org/wiki/Charlie_and_the_Great_Glass_Elevator The titular elevator is lifted by literal "skyhooks" that are anchored into space by...well, who knows? Magic? Anyways, I highly recommend it, fantastic book.
  2. While I'm with you in wanting the old fashioned models to stay as an option, there are some technical reasons why that isn't wise. KSP loads everything into memory when it's started up, so you would really be bloating the RAM load, which is already considerable. That said, I'm also sad that Squad is moving away from the "cartoony mismatched junk-rockets" Kerbal vibe that makes KSP, well KSP. Updating the models didn't require throwing what little style/character/identity the game had out the window. The new models may be technically superior but they lack any kind of heart, passion, or imagination. To be honest, they look like they are from a completely different game to me, I mean; what was the design philosophy here? Realism? Why? I half expect to see the Kerbals themselves retconned to plain ol' humans as a minor patch note any update now.
  3. Too late, I already watched your video. I'm sure making exaggerated, sweeping statements and over generalizing the issue works well for you over on YouTube though, so you keep on doing you. 1,000 bugs on the tracker? More like 100 or so bugs, and 900 something non issues/players who don't understand the game/hardware issues players don't understand/player misunderstandings about updates/old issues. Myself and plenty of others play KSP every single day just about and hardly ever run into a serious bug. Your video is not a fair representation of the current state of KSP, and I resent you sensationalizing it for your own purposes to be perfectly frank.
  4. I don't see why not, but at the same time; Airbrakes are really sub-optimal as control surfaces in the first place, you should avoid using them like that.
  5. Neat entry lol! Although I think it could be argued a separate craft is a requirement, depending on how literally you take the rules (there are several references to an assumed "craft"); but that'll be up to the OP.
  6. Let's get this pizza party rolling, I'll break the ice! Behold; the Mk1PizzaCutter in all her glory. You'll notice her sturdy boom arm, lovely heat shielded front end, convenient temperature reader for that perfectly done crust, and lower intake fan so Jeb can smell that delicious pizza! Apropos of nothing, I did the entire challenge in first person, with no HUD; is that worth any points lol? (I wasn't really trying for a high score, more so just wanted to kick the challenge off.) I actually tried to approach this as I would at my job, where I operate heavy equipment, was fun; great challenge! Let's see some more entries! Score: Time: 2:36-11:49 (9m13s) x1/2= +276.5 points. Fuel: I goofed a bit here and didn't actually check lol. I'll just take fuel out of the tanks in the SPH till the D/v numbers match to check. Starting: Lf(387.9) Ox(474.1) Ending: Lf(279.9) Ox(342.1) Difference: Lf(108) Ox(132) 108+132= +240 points. Parts: 52 = +52 points. Total: 568.5! (Yes, I know lower is better, this should be easy to beat lol.)
  7. The extra info is prolly from having advanced tweakables options enabled. I didn't muck with any settings though they are all default. Did you change the parachute settings to what they use in the tutorial? I didn't, may be the difference? The main difference I see watching the two vids is that I had SAS enabled and thus fell butt first while you didn't and ended up going nose first. Might be just enough extra speed to burn up the chute?
  8. For the purposes of an elevator, the airbrakes would work better most likely. Just use the max deployment slider to slowly raise them up and down.
  9. You can still do it just fine without mucking with the Flea, or adding arc to your trajectory; you just need to wait till you are going very slow at the apex of your ascent to activate the parachute.
  10. Considering that this: Is made by a member of Squad staff, I don't see why it couldn't be added to the base game part and parcel.
  11. Nice! Yeah, I also love my 4k TV for KSP, even though I had to give up some mods that don't scale their text up. KSP is one of those games that really benefits from the increase; with it's sharp lines, and clear colors.
  12. I do like the idea of having to locate, find, and repair them. Making contracts require a certain launch site for launch or landing once acquired is also interesting, and could add some complexity to otherwise boring missions. Tourist missions back and forth to those sites would be fun as well, give more of a reason to use planes. Heck, while we're at it, let's have tourist missions to the anomalies once discovered, I'm sure some Kerbals would like to see the Sphinx, or the crashed UFO!
  13. It's not that it's a bad idea, just maybe not the highest priority in a game primarily about space travel.
  14. I'm not sure it would make a lot of sense as the KSC is already the ideal launch site for 90% of launches. Why would I invest in upgrading an inferior location?
  15. "Too many people die, less people should die." "There are definitely too may homeless people, less people should be homeless!" Wanting it is one thing, making it happen is another. Bugs are constantly fixed, but more are created at the same time. It's unavoidable, no one likes it; least of all Squad but it's part of life.
  16. Well, of course; no one likes bugs; and every effort should be made to fix them but at the same time it just kind of comes with the territory. Any large, or complicated enough program will have bugs, look at Skyrim or Fallout! Sure it's easy enough to make a mostly bug free "boring bog standard shooter", but anything more ambitious than that is going to be plagued by bugs as a matter of course. Let us also not forget that despite KSP's success; Squad is far from a triple A developer.
  17. Hmm? CKAN isn't installed like a mod, it's an .exe like any program. Maybe you should actually try it before assuming things?
  18. You can't change your mods without restarting the game, nothing is going to change that. The game essentially has to re-build itself. Every single game that has mods I've ever played works exactly the same way. So how would having it as part of the base game benefit anyone? (Also keep in mind that CKAN, while great; is not all inclusive. Lo'ts of mods aren't even available on CKAN.)
  19. Software has bugs, literally nothing can solve that. Also, I stopped taking this guy (whoever he is) seriously when he was complaining about lag while building a 1,000 plus part vessel. I mean, seriously? We won't even get into the fact that he's playing a heavily modded save. Typical YouTube "armchair game developer" talk. Mostly a bunch of buzzwords he found on the internet intermixed with a vague and incomplete understanding of how game development works.
  20. 1. Snacks aren't food provisions, they are for enjoyment; not subsistence. 2. It's not though! Kerbals are aliens. We have no idea how their bodies work, for all we know sunlight is more than enough for them. Or they may be capable of long term hibernation. They may even be artificial in nature, or purposely bred for space travel, we just don't know. The only "lore" about Kerbals we have to go on is what is presented in the game itself, which clearly illustrates they require nothing. So that's the lore as it stands now; Kerbals don't require life support, or food, or any of the things Humans would need to survive a long journey through space. Apparently not? Lol. (Are we taking this thread seriously? No one told me. I kind of wrote it off when I read the *potentially* condescending poll options. For the record, I would definitely like to see a stock Life Support system as an optional setting.) *I'm not sure what the OP meant by "correctly." It could be taken two different ways.
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