-
Posts
2,927 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Spricigo
-
Deepest Depth in Kerbin Oceans?
Spricigo replied to Kerbalwerks's topic in KSP1 Gameplay Questions and Tutorials
I guess the limitations of submarine travel may have something to do with this. Somewhat of a vicious cycle, given the perceived lack of reason to explore the bottom of the oceans. -
Actually his statement is slight incomplete: The convert-o-tron 125 cannot be used continuously at 100% efficiency . Just give less ore so it don't run at full power.
-
Olex Transfer Calculator
Spricigo replied to hhatch's topic in KSP1 Gameplay Questions and Tutorials
One may use the KerbNet to get the location relative to the surface. It's quite troublesome and hardly necessary for game purposes but possible. Also, a contract to put a satellite in equatorial orbit can be handy to setup a nice reference. -
Well, I find it consistent with how relay antennas work in game. The relay antennas act as "routers" that can extend the communication network further while a direct antenna is a simple "access point". IMHO, rather than devaluing advanced Probecores/Command Pods, it give further value for relay antennas. It is unrealistic (the antenna dish define the software of the onboard computer ) but works for game purposes. BTW, thank for the welcome.
-
Sorry, but you got some details wrong. The mothership need: 1. A Probe Control Point. Either a Remote Guidance Unit or a commmand pod with that functionality. 2. The number of pilots required by your Probe Control Point (1 for RGU, 2 for MK1-2 pod or MK2 lander can) anywhere in the vessel, even on command seats or crew cabins. 3. A relay antenna. Like that?
-
KSP Stock : Docking Difficulty Absurdtastic?
Spricigo replied to Andr0s's topic in KSP1 Gameplay Questions and Tutorials
Docking eluding new player since 2013 2012* There is not much else to do than trying until the insight you need to figure out what to do. See how your vessel react to your control inputs and you will figure it out eventually. A good tutorial may also help. that is one I like: *when it was introduced -
Docking orientation problem
Spricigo replied to Philae & Rosetta's topic in KSP1 Gameplay Questions and Tutorials
Kids... @Philae & Rosetta seems pretty obvious, you need to turn and translate your vessel to be aligned with the target. Its only a matter of practice, see how your craft react to the various control inputs and eventually you will figure it out. -
help with setting up relay orbits
Spricigo replied to Hs.Panda's topic in KSP1 Gameplay Questions and Tutorials
The setup is nice but... that 99% sound like a made up number you still have a few gaps BTW you can get full coverage with just 4 satellites : -
Heavy Lift SSTO Delta-v
Spricigo replied to HeliosPh0enix's topic in KSP1 Gameplay Questions and Tutorials
Like any sane people, I just scrolled down and hit accept. But if I'm Steam let me install KSP on how many machines I want. So, maybe Squad don't mind multiple installs as long as we don't start to give away or resell KSP copies. Notice, I'm not suggesting that people use it as a 'creative way' to play KSP without paying for it*, but if I'm not mistaken steam even allow sharing KSP: I can let my steam freinds play KSP while I'm not playing. *And for anyone trying to be 'creative': You are a selfish idiot. -
What's the first thing that you do in KSP? Your first craft? How's it?
Spricigo replied to ARS's topic in KSP1 Discussion
I watched a few videos, including some carrer tutorial before I got the game. So when I finaly got the game I did the obvious: started a new career went to mission control and took "launch your fist vessel" and "colect science" contracts. built a simple rocket (CP, 2xMG, flea, parachute launch it. lesson learned: check your staging. -
Rovers are useless
Spricigo replied to Crampman's topic in KSP1 Suggestions & Development Discussion
Everything in the game is "useless" if is not what you want to play with. But the idea to have resources (science, ore) concentrated in 'hotspots' is interesting nonetheless. More yet if you had to search for it in game instead of the internet. But IMHO that is more mod territory. -
In that case let me autualize the metaphor: Is the difference between doing a surgery in a hospital with all the proper surgical instruments and doing it in a lumber mill and only a rusty and dirty hammer. Those 'tools' are nothing but toys, barely enough to build our toy rockets with parts that already exist.
-
Nope. They don't need to create part creation tools, those are already available. Neither they can learn how to deal with then, they used that tools before. People without the proper knowledge will not even come near the process so it don't need to be 'dumbed down". They will be using high performance machines, not the potatoes that some KSP players have. Its the difference between doing a surgery in hospital and doing it in a lumber mill.
-
Well, the OP is not mining in Minmus. Mining in an asteroid have most, if not all, of the drawbacks of Minmus plus the fact that will run out of mineral someday. In that light why should he start to mine asteroids when Minmus is more convenient and he dont explore it? There are people that can come up with reason that work for then, but the question is: There is a reason that works for the OP? None that is evident to me. Personally I consider that a Mining base on Minmus is only worth if, among other things, the player use it to frequently send Vessels in interplanetary missions. Even then the advantage is questionable, as @Geschosskopf pointed out, one can afford a lot of fuel for interplanetary travel without messing with bases and kerbin-minmus transfers.
-
Size of stock Drill-o-Matic
Spricigo replied to Krakatoa's topic in KSP1 Modelling and Texturing Discussion
Someone may eventually post a picture and say 'is that big'. But why you don't just see it for yourself in the VAB/SPH ? Just open your craft, place a drill and select deploy. -
Sounds familiar. camera drones Really?
-
A lot more than creating new parts to Making History. The devs already have the tools and knowledge to create parts. It's a tested&true method to produce new parts. You proposal instead requires 1) creating new tools for part creation 2)that need to be simple enough to be used by people without much knowledge 3)run on whatever machine/system KSP is installed 4) run Inside KSP and along God knows how many mods. It's clearly a longer and more tortuous path.
-
But where the camera is attached?
-
Why does KSP need to be extremely expensive
Spricigo replied to Hans Kerman's topic in KSP1 Discussion
A lot of people. Just take a game with monthly subscription fees and keep playing long enough and you'll expend more than this in a game. As an example EVE online* took more $1,000.00 from my pockets over the years. And I have no doubt it was well spent money. Now lets not confuse apples and pineapples. KSP is, in many ways, different from those games. But $300 looks a lot less unreasonable** when we consider what else people would use that money for. Getting to the OP question. I don't know how exactly the price of KSP is determined. What I know is that when I discovered KSP I just thought "SHUT UP AND TAKE MY MONEY!!!" *I know, EVE online players are not the typical example of people "in their right mind" **or should I say more resoabable? -
Yes lots of "possibilities". But it don't matter. Not without taking in account all the coding, testing and maintenance necessary to make it happen. And even after that, much of that possibilities may still not translate in reality. Also how much computational resources will be required to run all that extra code. Another point is that functionality is not necessary for your original idea of an improved infrastructure. All that energy Is being put away from what should be the main argument behind your proposal: how extra launchpads, runaways and landing zones can make the game better. How it can be integrated with other parts of the game.
-
My solution to this issue is simple. I just turn the sound off and listen something else (usually podcasts, sonetimes music, in rare occasions my wife asking "are you deaf?")
-
Again, that's not the problem. The devs will need to work more, thus it cost more to Squad, to implement your idea with the research lab than to implement the idea without the research lab. It's a simple matter of cost/reward, the research lab (in my opinion) significantly increase the cost to implement your idea without significantly increasing the potential* rewards. *and the fact the rewards are only potential is important.
-
The only thing I can say is "try harder". The extra initial science is not enough to unlock the entire tech tree, but is more than enough to get the parts for whatever contract you may get that early. And, with science rewards cranked up, will be quick and easier to unlock the rest. I'm not saying it's the perfect solution, but is a workable solution.