Bluejay
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Everything posted by Bluejay
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Bluejay replied to RoverDude's topic in KSP1 Mod Releases
I am seeing behavior that I don't understand from components with electrical storage and resource containers when warehousing is enabled. When the container reaches 90% full with either electricity or some resource it instantly drops to 50% full. Is this normal? Are the materials 'going somewhere' that I don't know to look? This is occurring with a ship I have landed on Minmus. There is nothing else on the planet other than that one ship. It is happening with resource containers and the electrical charge on the batteries in the wheeled storage component. Thanks. -
The v1.2 Hype Train Thread - Prerelease is Out
Bluejay replied to Whirligig Girl's topic in KSP1 Discussion
* Happy Dance * not only did I not miss it, you have an actual link to the information that I was looking for! Although it would probably make a good social analysis paper as to why it took over 25 posts for this information to surface...- 1,592 replies
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The v1.2 Hype Train Thread - Prerelease is Out
Bluejay replied to Whirligig Girl's topic in KSP1 Discussion
Darn, if you are right I already missed it- 1,592 replies
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The v1.2 Hype Train Thread - Prerelease is Out
Bluejay replied to Whirligig Girl's topic in KSP1 Discussion
Apparently someone actually sales that poster... https://www.etsy.com/ca/listing/220333296/rockets-of-the-world?ref=featured_listings_row- 1,592 replies
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The v1.2 Hype Train Thread - Prerelease is Out
Bluejay replied to Whirligig Girl's topic in KSP1 Discussion
As long as its the KSP 1.2 Event hype train. If we starting hyping the 1.2 release people will get mad at yell at us for not using the official 1.2 Release Hype Sticky Thread...- 1,592 replies
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I completely disagree. After several years on the market, the majority of people that will ever buy this game have already bought it. The more they raise the base price the LESS likely new players are to buy it to begin with. If anything they will have to LOWER the price to get new sales from this point on (http://www.gamasutra.com/blogs/LarsDoucet/20131216/206916/The_Stegosaurus_Tail_when_quotThe_Long_Tailquot_grows_spikes.php) The only practical way to make it so that we can buy new features is to offer them as paid DLC. If they add quality, substantial new features to the game moving forward then we should be willing to pay for it. I am not talking about fixes to the features in the game right now, but if its a substantial new feature that was not in the game when I bought it I am completely willing to pay for it. I would even be willing to pay for officially supported and expanded versions of some of the more substantial mods like Kolonization. These game are not cheap to make and support and people should stop expecting to get everything for free.
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The v1.2 Hype Train Thread - Prerelease is Out
Bluejay replied to Whirligig Girl's topic in KSP1 Discussion
My philosophy professor would be proud. My marketing professor not so much...- 1,592 replies
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The v1.2 Hype Train Thread - Prerelease is Out
Bluejay replied to Whirligig Girl's topic in KSP1 Discussion
Strange, I would have thought the event details would have been announced ahead of the release?- 1,592 replies
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The v1.2 Hype Train Thread - Prerelease is Out
Bluejay replied to Whirligig Girl's topic in KSP1 Discussion
The official announcement states "We’re preparing a big event for its release and we urge to stay tuned for more details. It will be amazing!" but I have not been able to find any information on the event. Anyone have a link to more information? Thanks,- 1,592 replies
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I am on PC. I looked into the Alarm clock. That seems like it will help. Since there is no penalty I think I will just warp to the launch windows. Some of the launch windows seem like they would take years to come around and if I am playing near normal speed while building and lunching stuff around Kerbin it seems like the launch windows for other planets would never come around. Thanks for the feedback.
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I am still fairly new to Kerbal Space Program and I am just now starting to try to send probes to the two planets nearest Kerbal. It seems to me the way to do this is to just time warp until I get to a launch window, but that means fast forwarding through years of time my virtual space program would be doing nothing. Is this the way the game is intended to be played? Thanks,
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I haven't played since 1.1 release because the game is a buggy mess and half of my ship designs run into major problems with wheels. Customers still are having to ask in forums "is Kerbal even stable enough to play?". And yet the big news is the game's release on PS4...
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(KSP 1.1 both 64 and 32 bit). When I attempt to go back to an existing ship in orbit via the tracking station, the screen appears and but I can do nothing. I can't go back to the space center, the probe is not visible, and any command I attempt results in a "no target" message. I have 20 mods installed (mostly contracts) and all are updated and 1.1 compatible. Before I begin the process of removing mods one by one to find the culprit I wanted to ask if anyone was aware of a mod that caused this behavior. Thanks
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Basic airplane in career mod
Bluejay replied to telesien's topic in KSP1 Gameplay Questions and Tutorials
I didn't even think about attaching the wheels to the wings instead of the main body. I can't wait to get home and try this. -
I had similar problems. The 'cone of protection' provided by the basic heat shield seems more narrow than before? I had to move my goo canister and parachutes higher up on the nose of the command module for them to not over heat, and closing bay doors seems mandatory now. I've also had to leave extra fuel so that I can burn to slow my ship down before trying re-entry as it seems to enter faster than I am used to.
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Anyone have a working plane with only the first tier of aviation parts since 1.1? I haven't been able to make a plane with those parts since the patch that will even get off the runway. They always uncontrollable veer off once they reach speeds of 30m/s or so and crash. Suggestions would be appreciated. If it's relevant I have the T2 runway. I didn't even want to try to take off from the gravel path that is T1.
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[Survey] How organized/professional is your space program?
Bluejay replied to Spaceboot5's topic in KSP1 Discussion
kOS has been very helpful in increasing the 'professionalism' of my program. I have developed classes of vessels for different tasks and then automated much of the launch and early portions of each mission through scripts I have written. kOS also helps with improving designs or adding new technology since I have a consistent launch process and minimize the variables involved in testing