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Raven Industries

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Posts posted by Raven Industries

  1. 4 minutes ago, Tykylo said:

    Um, not to be rude...but you do know who Take-Two Interactive is, right? The guys who don't know how to write most of the time? The guys who are constantly shoving GTA down everyone's throats? The guys who think edgyness=good writing? I could go on and on, but the basic point is that they'll inevitably ruin KSP in some form.

    I guess all good things eventually do have to come to an end.

    #RIPKSP

    Luckily for us there is no story or anything in KSP, so we are completely safe from terrible writing and edginess.

  2. 3 hours ago, Waxing_Kibbous said:

    Just a weird observation, but the 1.3 zip is about 26MB smaller than 1.22, it could be a more compressed zip or a big code cleanup, either way it's nice to see things get better and smaller :D Seems to start up faster as well.

    One minor bug: the spacing between the i and t in the main game menu makes me twitch a bit. :P

    As always, a related XKCD:

    kerning.png

  3. 2 hours ago, Daddy Cecil said:

    Quick question (not sure if asked before in this giant thread).

    If we bought KSP on the Squad store before April 2013 (I bought it in December 2012) and then merged the game to Steam after April, will we still get the expansion for free?

    Yes, I believe SQUAD has said that this is the case.

  4. 11 minutes ago, DerekL1963 said:

    Working with high tech really isn't different than working with low tech - it's still work.  (And not much at all like Star Trek.)  And high tech or low, most of the work on Mars is going to be painstaking and repetitive and not much excitement to be had.
     


    It's not an adventure in any way, shape, or form.  It's work, a metric crapload of it, and a return to cramped living quarters at the end of the day and almost certainly extremely boring and largely repetitive food and canned entertainment.

    With the exception of the food, which was actually pretty good, BTDT four times underneath the Atlantic.  You couldn't pay me to do it on Mars.  The people who think they want to are clueless as to what they're actually getting involved in.

    There are always people who would sacrifice everything for a cause they believe in, and with enough searching you could probably find some who's cause is the colonization of Mars.

     

    @fredinno

    I just checked, second stage of ITS does have 9 engines, 6 vacuum and 3 atmospheric.

  5. I understand the concerns in the first point, but it seems unfeasible to have a launch abort system capable of getting 100 people away safely. That would add quite a bit of weight to the ITS. As for using the second stage engines for the abort system, I agree that it would put undue stress on the engines. I haven't really researched the subject, so this may be planned for the ITS already, but it would make sense to make the engines as easy to replace as possible, then swap out engines every few launches and after any aborts. This wouldn't exactly solve the problem but it would reduce the chances of a problem. The helium tank issue I can only assume SpaceX will try to fix.

    On the whole I tend to agree with you on these problems you've pointed out, but I suspect the ITS will turn out very differently from how it is portrayed now, hopefully in a way which eliminates these issues (and bring up a host of new issues of course. Space travel isn't exactly a walk in the park)

  6. Will missions be accessed in a way similar to scenarios or could you say, load a mission into your current career save to do? If the latter, will players be able to set fund and reputation rewards for completing the mission?

    Either way, I look forward to the release of Making History.

  7. According to the Kerbal  Chronicles, the mission editor allows you to set objectives, rules, and one time events for your missions. It sounds like you can set things like time limits, having to do stuff with x amount of fuel left, stuff like that.

  8. 4 minutes ago, rasta013 said:

    No. CKAN is just a mod manager for installing and updating mods.  It works for about 98% of all mods with no problem.  But there are those (like Angel's set or Galileo Planet Pack) that are so complicated on the install side that CKAN will never get it right.  So instead, the authors request CKAN to never index it, which it doesn't, and require that players install manually.  But no mod "looks" for whether CKAN is installed per se...

    I just looked through this thread again and found that I was installing the mod wrong... Oh well. Thanks for the help!

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