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Vl3d

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Everything posted by Vl3d

  1. Radiation poisoning, zero gravity bone density damage, not enough habitation space..
  2. Nah man, we'll get to discover a mysterious new distant planet full of ruins of an ancient civilization.. guiding us to DebDeb.
  3. The reason those are so light is because they're accelerated using lasers. Solar sails and radiation pressure is not planned to be a thing in KSP before 1.0. I don't care if skill experience is in the game, but it would be absurd if classes like Pilot, Scientist, Engineer, Medic are omitted.
  4. It's ok, although i see you want to slip autopilot in sneakily (that should be a separate subject). Problem is that this is just like the old KSP1 system, with the manual sensitivity. It's a chore & finicky. Can you find a way to innovate? Why can't we pull on or scroll on the existing SAS direction icons instead? And clicking >>> again should warp to 5 second before maneuver burn time.
  5. The difference are negligible: 5 / 10 / 20 / 30 for EC and something like 0.1 / 0.4 / 0.5 for internal reaction wheels. Basically the only significant differences between a HECS and an OCTO are the number of sides, 10 EC and 0.1 torque. Am I crazy in saying they could just delete one of the probes?
  6. I mean to say how do you differentiate between different probe models and between pilots with varying experience levels?
  7. Ok, but how do you differentiate probes and pilots then? Are pilots and kerbal classes even going to be in the game?
  8. <Q> will the SAS functions and maneuver nodes be unlocked progressively like in carreer KSP1? <A> not in For Science! and no plans in the future to lock SAS or maneuver nodes behind progression https://discord.com/channels/1039959585949237268/1039965578754007060/1169414289686286346 ... So this means all probes have access to all SAS functions from the start? That makes it harder to differentiate them. Also doesn't that mean we're not getting Kerbal Pilots experience progression? Also not having all SAS function from the start was a good way to make the player learn to control the NavBall.
  9. Sending a kerbal on a years long mission around the sun with just a capsule, solar panels, a fuel tank and an engine is not realistic or engaging enough? (I hate not having something that makes me feel the difference in distance between a flight to low orbit and a flight to Kerbal orbit, it just feels incomplete, I can't play like this.)
  10. Blackrack's got it locked down. He's been delivering ultra HQ stuff for years. See the resemblance? When we see this in KSP2 I promise I'll jump a little.
  11. Not much to talk about - it looks stunning. I'm excited for the new way Kerbol is rendered.
  12. The only issue I see is that when the bug reports get archived, a lot of them are lost if the QA team did not register and save them in their internal system. It's difficult for players to recheck all the previously reported bugs and resubmit them. Ideally every bug should get an UID from QA so we know it's been seen - that way even if a bug is not resubmitted, at least we know it's lost.
  13. Your do what?! That makes no sense! Bad TWR, very heavy.
  14. It might not have depth, but it's striving for generous girth.
  15. Yes but change the title then - i'm on Nvidia so I don't think it's related to the GPU.
  16. Sounds great! And also don't forget kerbals dying from radiation instead of having life support. How does this compare to simplified heat flux?
  17. I would have thought that engines overheating while operating and then exploding would have caused more controversy than simplified heat flux.
  18. Eve is in good hands. I trust everything blackrack and the team is gonna do with the planet atmospheric visuals. I'm sure there are going to be a lot of improvements.
  19. Mod installs and prestige speak for a large number of players.
  20. Getting ready for that blackrack magic: And waiting for:
  21. Oh, I thought the game used 13 font styles, not just 3.
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