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Everything posted by Duck McFuddle
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Departing Mun from Polar Orbit
Duck McFuddle replied to Dan Kerman's topic in KSP1 Gameplay Questions and Tutorials
If you have enough Dv then just burn to exit the Mun and then go retrograde until you are heading towards Kerbin. There is probably a more efficient way to doing this, so don't take me too seriously, but this is how I would do it. -
How do you handle Mun surface surveys?
Duck McFuddle replied to Kerburettor's topic in KSP1 Gameplay Questions and Tutorials
Just try. Normally you can do something with enough quicksaves and reverts. If you really can't then just give up. -
Go back to the entire center view and right-click the launchpad, or any other buildings you happened to destroy. The click the button that says "REPAIR". It will cost lots of money, so try not to blow up any buildings next time.
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Enhancing the World Terrains
Duck McFuddle replied to Jatwaa's topic in KSP1 Suggestions & Development Discussion
This would make the game much slower, but I would love it if this happened. Destructible terrain would be fun. -
Where did the parts go?
Duck McFuddle replied to MSA's topic in KSP1 Technical Support (PC, modded installs)
Re-install the game. I once messed with the squad file, and it wasn't pretty. You can't fix this - trying to delete your ner future parts from the squad folder won't work, because now it thinks they are part of the game and will install them all over again when you boot up KSP. So yeah. Re-install. -
So... In the mission builder, you are able to have a node that makes a part "Fail". Then you can make a Kerbal go on an EVA and fix it, and so on. But what if parts would randomly break normally, and only an engineer could fix it? Right now I find engineers don't have much to do except restock parachutes and stuff like that, so it would be nice to give them something finally. Certain parts that unlock early in the tech tree would break more, while more advanced parts would break less. The main idea is something for engineers to do.
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Make upgradeable space suits!!!
Duck McFuddle replied to Rover 6428's topic in KSP1 Suggestions & Development Discussion
Hmmm... I like it. I like it. As you get more and more parts, you go farther and farther from Kerbin's atmosphere, and you need better and better tech to survive. Now that Squad has implemented Kerbals dying without their helmets on, perhaps if you didn't wear the proper suit and went to certain places, your Kerbals would die upon leaving the ship. For example, if you wanted to walk on Eve, you would need a better suit because of the atmospheric pressure and gravity. You could further expand on this by unlocking a few new suits in the "experimental" section of the tech tree. These advanced suits could be good for certain things, such as a pressure suit for walking on Eve, or a heat suit for going close to the sun. I like this. -
Let pilots be able to land a ship.
Duck McFuddle replied to Daveroski's topic in KSP1 Suggestions & Development Discussion
Two problems: 1: How is the pilot supposed to get lots of experience if the player has barely ever succeeded a landing? 2: It defeats the purpose of KSP. Space travel is supposed to be difficult. You can't just push a button and make everything easier. I like having to try over and over to get something right - and landing isn't really all that hard in the first place. Just set yourself to retrograde and burn slowly. Not too hard. On an atmospheric body, use parachutes. Overall, I don't really like it. -
Make RTG units have halflife
Duck McFuddle replied to lajoswinkler's topic in KSP1 Suggestions & Development Discussion
I agree that this thing is pretty cheaty. If you ever need electricity, just pile a bunch of these on and your set. I like the idea of making them halflife or making them heavier. -
The persistent.sfs
Duck McFuddle replied to gamerscircle's topic in KSP1 Suggestions & Development Discussion
Short answer: yes. Long answer: yes, and I noticed this as well. -
Engines you wish were added.
Duck McFuddle replied to Xurkitree's topic in KSP1 Suggestions & Development Discussion
I've always like hyperdrive mods that let you zip halfway across the solar system in a few seconds, but I don't want them added to the base game because they kind of completely destroy the heart and soul of the game. -
Seems like a good idea... As Ozymandias said, the positions of planets would be a problem though. However, people mostly don't want a multiplayer. Yes, this would work as a solution, but nobody really wants a huge delay in updates because squad has to code this in. If we wanted it, this would work, but the problem is... We don't want it.
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Expired vs Declined contracts
Duck McFuddle replied to GoatRider's topic in KSP1 Gameplay Questions and Tutorials
No penalty for letting it expire. -
Will KSP get relased to mobile ?
Duck McFuddle replied to 64Bit's topic in KSP1 Suggestions & Development Discussion
Screens would be too small and tablets/phones wouldn't be able to process it. The game would just be tiny and laggy. -
Kerbolsynchronous orbit
Duck McFuddle replied to Jester Darrak's topic in KSP1 Gameplay Questions and Tutorials
You can't have a synchronous around Duna, because Ike is there already. You would eventually enter Ike's SOI, either messing up your orbit or hitting you. -
Wait or Cheat
Duck McFuddle replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
Of course... Why do I always forget these little things? -
It's just a polar orbit - when you vertically, and the planet rotates horizontally, then soon you have covered the whole body. That's why you need a polar orbit to map for resources. It's the same for doing a rescue mission - after a while, the whole planet is covered and at some point, you will be directly over your target.
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I think this should be under general discussion, not gameplay questions. But it is a good idea.
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Wait or Cheat
Duck McFuddle replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
Oops... I missed that. Rereading the post, I realized that the science was the problem... I don't understand though. Why would Kerbal Alarm Clock make you have to stop every few days? Why can't you just dump all the science upon Kerbin arrival? Sorry if I'm missing something obvious... -
Wait or Cheat
Duck McFuddle replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
There are a few mods for faster time warp, which would let you easily zoom home without the guilt of cheating. So, instead of wait or cheat, how about mod? -
Because artificial gravity stations usually have an area that is not rotating, around the center for two reasons that I can think of: One, because zero-g is fun. Two, Because imagine having a two-metre wide tube that astronauts go through. Having it spin wouldn't even do anything. The centrifugal force would barely exist, and nothing would really happen. So yes, you could spin the whole craft, but it would be more fun to have a separately rotating centrifuge.
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