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Dientus

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Everything posted by Dientus

  1. Wait!!! No!!! That bug that causes the RCS thrusters to activate and you have to force shutdown the game is fixed!!!! KHHAAAAANNNNNNN!!!!!!!!
  2. It's hard for me to tell which way ksp2 will go. They have a dedicated fan base, as well as what appears to be a sound start in what little tidbits they fed us so far. Everything indicates that it SHOULD be at least as good as the original. But they are trying to make money, and no game is ever all things to all people. All games that have ever tried this approach, to gain sales, has fallen short... Usually miserably... Do they realize that if they try to appeal to all people in all things it will cause backlash of failing at the primary goal? Will they over think, over engineer, over polish it to the point that the original charm and appeal of the game is overshadowed with bloated gameplay? My first feelings are they won't overdo it, that it will succeed. But there is this nagging feeling at the back of my head that leaves me to say that I truly do not know how it will turn out.
  3. I followed the suggestion and whenever I use any module with RCS thrusters (such as the mk 1-3) on my builds, it is never the root of my build. I use a tank or a docking port as root as a work around. So far so good...
  4. One thing I have seen in other games that I personally do not mind, is the cost of DLC's dropping over time to a rock bottom price.
  5. I agree. It will most likely be internet based system. Going over this thread again, I have to say with a game like KSP2 (at least with all we know about it at any rate) this multiplayer portion is going to be a very slippery slope. Hopefully they keep MP as an option and not some form of requirement to enjoy the game fully... Just In Case...
  6. Is there a requirement for type(s) of coupler(s) and total numbers of couplers allowed?
  7. I had believe I see the same thing. I remember getting a mod (sorry, name escapes me at the moment) that has different cameras you can put on ships/satellites and it marks the position of the planets you are contracted to take pictures of. Using the zoom function and comparing to map and sure enough, whatever planet I think a see is there. The camera picture moves and shakes with the craft. So I personally believe it is possible. Just wished I could remember the name of that mod...
  8. I use SCANsat data to plan my landings and bases as well as ore and other resource mining hotspots. It also gives a secondary use to my relay communication satellites. Another good reason to launch satellites imo. Yep. Action groups. In the VAB left click hammer/wrench icon in top left bar (next to the build) select the piece or item you want by left-clicking. There are 3 columns on the left side of the screen. First column action groups, second column group actions, third column item selection. The button or action you want to assign it to is in the left column. I use 'custom02' but you can use anything you want depending on what you are trying to accomplish and your craft design. After you select the item the third column holds what you can do with it. The two hot thermometer has a log temperature option that I use. I left click that option and it gets added into group actions in the center column. *Edit I forgot to mention that SCANsat when researched enough leads you straight to anomalies and attractions on the planet they are around as well as allowing waypoints. Hope that helps I'm not the best at describing things.
  9. It does look great! Never let any percieved lack of reaction dictate what you may or may not feel about your work. Art is like gameplay, the true artist (player) does the work for self satisfaction and enjoyment, not to conform to others whims. If we did we would be advertisers and game exec producers
  10. I only use a few mods, particularly KSPIE and SCANsat. From my personal exposure, a lot of mods go together with no issues. I see plenty of posts where people use 50 mods or more quite successfully but about the career evolution mod, i have never used it. The one thing is to try them out, they can always be removed if you pay attention to what's installed. I see a ton of people use CKAN as a mod installer and they swear by it. I assume using it will allow you to easily remove mods maybe? I use the old fashioned "install by hand" method. When I want to view any part of my contraptions, i start by selecting the part in the general area of the craft and right clicking for the context menu. I then select the AIM CAMERA option and use scroll wheel to zoom in. Eventually I get close enough I can select whatever small part I need and AIM CAMERA on that part. Most my science missions I assign all my science parts to custom key 2 so when I am ready I just press the 2 key and keep or transmit science as needed. Missions are a good way to get reintroduced as well. I personally have not created a mission, my gameplay style is set a career mode with mods, play until most places have been landed or built on, and start all over again. Sounds like you have a great start! You can always search the forums or youtube for great tutorials if you ever feel stuck about something. I feel as if I have been no help to you at all lol
  11. Being good at ksp is a completely relative term, my friend! Did you enjoy it? Then consider yourself darn good! I don't know if you play modded or not, but if you do, be sure to update those first. I also suggest maybe climbing the tech tree in vanilla career mode to refamiliarize yourself with all the changes since then, but its not mandatory unless you feel lost at first. As far as 1 you mentioned, do you mean DLC? I have had both as they came out and didn't regret either decision. Or you could dive right in and have Bill practice putting on and taking off EVA parts. Nothing sux more (or is more funny than) accidentally removing a landing leg on Gilly and destroying your craft. Sniff... Poor Bill is still waiting for rescue.
  12. So do we know how mods will be implemented in ksp2? Will it be coded dll or exes? Will it be LUA or Java? Or will it be pure script interpreted by the engine? Im sure most of us have seen all types and I am not arguing what is the best way, too messy. I am asking if there is anything stated by devs as a finality as of this date?
  13. When I first started playing ksp, I ignored debris, until I almost slammed Val through an old used upper stage. Afterthat, I clean all debris by deorbiting it to burn up, or if I can't, I hit the terminate button.
  14. One place I have used for a long time through different games.. https://www.fantasynamegenerators.com/spaceship-names.php
  15. You thinking mobile as in rover style? Or mobile as in entire base has rockets?
  16. That is just wayy to Kerbally awesome!!
  17. I was just curious. How would you determine which axis the 'conic drag' should glide along? Would it be tied to camera view in some way? How would you go from large changes to small, so that you don't accidentally drag it out across the system?
  18. Interesting, go on the premise that the cost of the vehicle you are building takes into account designtime and first time die/factory creation as well as first run engine and/or tank production? This way once the initial cost of Kerbolinger 1 is made, subsequent designs are cheaper to launch as a whole. Plus reuse of main rocket elements could potentially be cheaper as well for a completely different probe. I like it, if done right, this would be especially helpful when the money starts drying up!
  19. Everybody is already given a lot of great suggestions! One thing do you have any particular people in mind as far as getting their interest into ksp? In other words, do you know their interests, likes, dislikes? See if there is some aspect of KSP that would appeal to them. Would it be the design phase? Would it be testing your designs and flying them? Airplanes? Vehicles? As an example if you like designing rockets and they like historical recreation... You could design famous past space missions and then they could fly them.
  20. I think I see... as a compromise between over simplified and over complicated while trying to stay true to realism within reason. I think that may not be too bad. I think I could get behind that. Depending on how others feel, level of depth could be a simple choice option as well... maybe a choice between "realistic" and "kerbalistic" to try to appeal to more types of players who may not want in depth placement of satellites or stations?
  21. Xactly! Yes these sensors very much on the wish list! Of course, we start moving into rudimentary autopilot if we can read and make our crafts react to sensors like these. I like the thought of building radar stations on a planetary body to make sensors more accurate to a given location. But for sake of gameplay over tedium, I would imagine one per stellar body of sufficient size would suffice?
  22. I can see Bill Kerbal slamming down a half-pint followed by a smelling salts chaser!
  23. It's really hard to pin an absolute favorite first for me, because every first was almost as exciting as the last. From getting to orbit, to Minmus, and later to Jool and Eeloo. But one that is most memorable for me, I think is my first trip to Duna. Similar to @STORMPILOTkerbalkind and others, I was stuck in the Kerbal, Mün, Minmas trap for what was possibly months. It was thanks to brave Timney Kerbals' sacrifice that I finally understood transfer windows.. (sniff)...
  24. Super-fabu-listic-turb-alyene hype!!!! Cmon ride the train (choo choo) here I am!
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