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Posts posted by Kerbital
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I started modding withing weeks of starting KSP in mid 2017 but I never released anything. Like Snark, my primary motivation was to fix issues for myself but also to make the game easier for myself (I kind if suck at it) by changing parts specs and creating new parts. For instance I embedded things like tanks, batteries, MechJeb modules, small nuke reactors or Hydrogen cells, etc into landers to lower the parts count and make them more interesting, I made engines more powerful and more efficient or created new engines. Or, to avoid constant mining and ore hauling, I created a Space Dust resource which can be collected in-flight and I created parts to collect it and process into Hydrogen. Another reason I never released anything is that I reused parts from other mods since I don't know how to model in 3D. I moded games before for the same reasons. If I like a game and it's easily moddable like KSP or Skyrim, I would probably mod it. The only thing I ever released was a map pack for Planetary Annihilation.
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20 hours ago, carla said:
Great movie!
Very good indeed. Just don't expect Hollywood style explosions and action. It's the kind SciFi that we need more of. KSP fans should enjoy this.
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So I haven't played in many months. I launched the game today and there is a message during startup that Unity collects "certain" personal information. I'd like to know "exactly" what personal information is collected. What does Unity have access to?
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That is pretty cool. Congratulations!
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14 hours ago, FinalFan said:
I do it just because it's fuel storage capacity. Never even occurred to me not to, even when I was trying to nudge the CoM forward and had fueled wings in the back. I guess I'll keep that in mind in the future, but I'm still loading those wings up any time it's not a problem. In fact, I'm still a little disappointed any time I see the "fuel storage" thing in the description of a part that doesn't let me do it. It hasn't yet bothered me enough to get a mod to do something about it, though.
You can add any type of resource to any part by inserting something like this into the part's .cfg file, liquid fuel in this case. You can change the capacity number to whatever you want it to be. maxAmout is the tank capacity and amount is the amount of fuel added by default to the part. Just make a backup copy of the cfg file before messing with it.
RESOURCE
{
name = LiquidFuel
amount = 360
maxAmount = 360
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I'm surprised so many people use the default Spacebar assignment. It's of the first bindings I had to change: too many accidental stage separations.
But, on the topic:
1) Full throttle
2) Release clamps
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For me MechJeb and Nertea's mods are essential.
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On 4/19/2018 at 5:52 PM, KenjiKrafts said:
Real Time Dogfighting would be a start, I could really put my tanks through their pases and you could even do Space X vs NASA.
Not that this will happen or be pleasant as you'd have to sacrifice the time warp
You want Elite Dangerous. The moment Squad adds any sort of weaponry and fighting to KSP I'm deleting the game.
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There were several long threads in the past regarding KSP multiplayer. The general consensus usually was that it would never happen. The core game would have to be drastically changed which would be very controversial. And there is the time warp. There is no good way to handle time warp with multiple players in the same instance of the game.
For instance, I could see things like different roles for different players based on their preference. One player would run a station and maintain it: handle tech development, resupply, construction and maintenance, another would run a research facility while other players would focus on other things, running missions, exploration and trade with stations (both in goods and tech). But yeah, that would be a completely different game.
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On 5/13/2018 at 4:34 AM, DoctorDavinci said:
If you really want to get technical about the spaghetti rockets being discussed in this thread then perhaps read the below linked PDF ... TL;DR is that rocket scientists actually design rockets to bend and flex
A little. Not like wet noodles.
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1 hour ago, DeltaDizzy said:
If it works properly that is.
Docking actually worked for me. Landing would sometimes be problematic though. The only times docking wouldn't work for me were:
- I had modded RCS thrusters tat were too powerful for the craft
- there was object protruding too close to the docking port.
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22 hours ago, DeltaDizzy said:
I cant dock even with mods, so Im trying to learn. As for visuals, yeah I love those. I get what you mean with the stock career thing, but I love my Planet mods too.
Docking with MechJeb is very easy.
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On 5/6/2018 at 5:27 PM, Triop said:
Yes, thanks for asking.
I could use mods to do my flying, docking, but where is the fun in that ?
I think most ksp players can't even dock without mods, correct me if I'm wrong.
I don't mind mods, I like visual mods and BDA.
But for now I want to stay vanilla in career mode to see how far I can come.
I would have quit playing the game withing the first couple of hours if didn't find MechJeb. I find it insanely hard. Autopilot should be included in the base game as a difficulty option.
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On 4/29/2018 at 12:30 PM, frizzank said:
Two options do fix this. First in the options make sure show extra actionable is on. Then in the editor you can right click on a part and make it ridged or use auto struts.
In my experience, auto struts invited Kraken too often. I settled on KJR mod.
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21 hours ago, soulsource said:
It depends on what you expect. If you want an orbital mechanics sandbox that's simplified enough to be quite an entertaining game, but still requires you to learn a lot about classical mechanics (assuming you don't know all that stuff by heart already), then KSP is really great. If you expect a game you can play without reading up on physics, and without having a spreadsheet calculation (or someone else's results found in the KSP wiki) open in the background, then KSP is not for you.
For me as a physicist KSP is one of the greatest games of all time, but yeah, I might be biased, as I consider it fun to calculate everything myself.
There is no need to learn physics and have a spreadsheet to play KSP. I played hundreds of hours without any of that. You can relax game settings. And there are mods that make the game easier. Still, there is a fairly steep leaning curve but you don't have to turn into a physicist.
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3 hours ago, Mrcarrot said:
Easter egg?
It's ModuleManager. Sarbian, the author of ModuleManager, does this on April 1st every year.
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1 hour ago, scimas said:
I don't think the complaining was about paying for the DLC. It is that the DLC feels far too underwhelming for the price tag put on it. As I had commented in the 1.4.1 discussion thread (the patch with which MH came), in my currency, the DLC is priced at about 52% the price of the game KSP. The contents of the DLC definitely don't feel like I'm getting almost half of the game.
I don't see why people would complain about AAA pricing if the quality of the released title is also AAA.
Do you have a source for this? I'm curious.
What will come out first: KSP2 or HL3?
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On 4/19/2018 at 12:01 PM, soulsource said:
Sorry, I have to defend Unity here. The bad reputation it has is mostly caused by the licensing terms, which make it an attractive choice for asset flips and other low-quality games. Furthermore it doesn't help Unity's reputation that the free version forces the "Made with Unity" display, while the paid version (used for professional games...) does not show it.
From my experience as a game developer and from what I've heard from my coworkers, Unity's quality is actually rather good when comparing it to other game engines...
When I bought KSP it was already several years old. I was shocked to see how low quality and unfinished it was. It was no longer beta. It has not received much polish since then. If it wasn't for the cheap price and for the mods I would have refunded the game.
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It was the aerobrakes that helped me stabilize large long ships on descent.
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Also this:
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Can they be re-packed for repeated use like normal chutes?
What are the most important things you've learned about playing KSP to pass on?
in KSP1 Gameplay Questions and Tutorials
Posted · Edited by Kerbital
I found KSP unplayable without mods. Basic features like power management and reserve power are missing in the vanilla game: