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Kerbital

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Posts posted by Kerbital

  1. On 1/28/2014 at 5:54 PM, Ravenchant said:

    This, so much. Alternatively, have at least one battery "locked" to provide emergency power for extending the panels/reorienting the ship.

    Lost a recent mission because I didn't do this. Although I didn't forget to extend the panels. "Eh, one gigantor should suffice, it only has one probe core"... then of course the ship is rotated so that its only panel is in shadow. Power runs out. Bugger.

    I found KSP unplayable without mods. Basic features like power management and reserve power are missing in the vanilla game:

     

  2. 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.

  3. 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.  :sticktongue:

    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
        }

  4. 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

  5. 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.

  6. 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.

     

  7. 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.

  8. 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.

  9. 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.

  10. 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?

  11. 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.

  12. 5 hours ago, [INDO]dimas_1502 said:

    i just realized that some things around kerbin are kinda oversized
    just like the trees
     

      Reveal hidden contents

    closeup
    s7akCFT.png

    same spot 
    BBBODpq.png

    the toilet inside the destroyed Astronaut Complex
    vaPXhYk.png

    doors
     

      Reveal hidden contents

    same building, staircase
    ecjQo0Y.png

    also same building, rooftop
    DLky949.png

    idk if the kerbals are undersized or the buildings and plants are oversized

    This is the new TLT Mark I cockpit.

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