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SpaceSmith
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Everything posted by SpaceSmith
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Has anyone else not bothered with career mode?
SpaceSmith replied to J2750's topic in KSP1 Discussion
Here is my thing with Career mode that I have found... I often want to start out big... I always have this feeling that starting out with Careers I should have more than I start with.... so I set the sliders up and do one quick mission and get as much science and funds as I can to unlock and upgrade what I can and play from there. I hate the silly restrictions that some of the upgrades seem to have... And the contracts are... tiring to say the least. I don't know, maybe I need more time with it but as of now its eh.. I really like the strategies and the fact that you have to manage funds for your ship.. also science gives me reasons to send things to places.. but starting out where you do just kind of sucks for me. -
I mean... now that I think about it lots of mods but none to affect actual career mode.. but I did use a mod that gives me more science and funds... and hyper edited a ship to Eelo to gain a bunch of science so I could more sensibly unlock more of the tech tree to start... I guess thats my problem.
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So I was curious on how various players use the IR parts for their designs.... I am still trying to get a grasp on making a space arm which I can use to deploy satellites and such.
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SO I just started a new career and I am having some really odd contracts... I haven't even landed on the Mun yet and its giving me contracts to flyby eelo?? what gives?
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So I just started my career up, its been a while and I know they have added re-entry heat to be deadly.. so all I see are the ablative heat shields... what do we use for space planes and not capsule type rockets?? Also on that note, I had a probe come in at a really shallow angle at something like 2300 meters per second on Kerbin and it lit up the heat shield for a good 5 minutes, I mean it glowed orange to white hot... except the ablative never depleted??? Im curious, shouldn't it have gone down?? I just am having trouble understanding how the mechanic works is all.. any help would be appreciated.
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[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
SpaceSmith replied to Hyomoto's topic in KSP1 Mod Releases
Ill download and try out MFD then, can anyone confirm this though?? Is MFD good to go?? -
Stock Fairings vs Procedural Fairings
SpaceSmith replied to Gramicidin's topic in KSP1 Mods Discussions
That... and, this could be just me being used to Procedural fairings, but I think its actually more intuitive.. I mean YES... the stock system you can edit stuff inside without having to move it, but really... all you do for procedural fairings is place one fairing on, that is it, everything else comes on and off as you pull one on and off... its so much more intuitive to me. -
Stock Fairings vs Procedural Fairings
SpaceSmith replied to Gramicidin's topic in KSP1 Mods Discussions
I messed around with the stock ones for a bit, and from my view, I honestly like the way P fairings works better... I have more control, how many fairings there are ( 2 sides, 3,4, 5,6,etc), the ejection force of them, so on and so forth. I really wish they would have just integrated procedural fairings in instead of using the new system... -
[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
SpaceSmith replied to Hyomoto's topic in KSP1 Mod Releases
Is this telling us how to set up MFD to work with the RPM compatible with 1.0??? Or is it already compatible?? -
Is anyone working on uploading this for .90?? I like the new stock filters but I find SPO to be just so much easier for me to sort through mods. The stock filters dont sort well with the manufacture sortings.
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Which mod is it that has Tank Tracks/ Treads for Rovers?
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So with the .90 Update, I am loving the gizmos and the updates to the game. However, I do not really enjoy playing career with having to upgrade buildings and such the whole time, so might I add the suggestion that in the career difficulty menu, or in the alt+f12 menu, you can toggle having to upgrade buildings on and off? I am not sure why but I really prefer the way .25 career was. I didn't have to worry about if my facilities could handle things first and I could just do what I needed to, if I had the cash. Is anyone else with me on this? Or am I the only crazy one? lol
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[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
SpaceSmith replied to Hyomoto's topic in KSP1 Mod Releases
Anyone gotten the MFD to work with .90?? -
Is there any way to start a career with all of the buildings fully upgraded? Like before the update. I would like to see that as a mode as well. Like Science, Career, Career Easy Start, and Sandbox or something.
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Procedural fairings looks horrible??? I would believe the opposite. They look pretty fantastic I think. They work perfectly too.
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I just wanted to make this to see visually what mods the community wants to be integrated into stock like Spaceplanes+ and fine print? I ask that you list your mods out with a reason for each, and please do not judge others on their choices of mods, i.e. flame them. For me; -RPM with MFD This one is pretty simple for me, it adds a ton of IVA flight functionality but even if I don't use it, It makes the insides look nicer and its a lot of fun to be able to have. -KAS KAS to me adds a ton of EVA functionality as well as the use of whinches which is nice. -Anatoid Robotics Again, more functionality, especially with cargo bays coming into stock, being able to build Spaceplane arms would be fantastic -MechJeb Honestly, its debated very heatedly, about whether to use it or not, and honestly, I say put it in and if you do not want to use it, then don't. For some people it adds such a great functionality that its impossible to have, for others like me, there are a few key things I like to have there which is nice. -Docking Alignment Indicators Either Navy Fish's which is nice, or the one that comes built in with RPM and MFD or the one that is built into the Nav Ball (I forgot who made this one), this is a functionality that is extremely useful. -KAC Again, this provides such useful features its almost impossible that I lived without it before. -Procedural Fairings With an update to a more realistic approach to Aerodynamics (The current has stated to have been a placeholder), the need for fairings will become very apparent, as such Procedural Fairings fits perfectly in that roll. -Universal Storage Basically along the same lines as procedural fairings, it also provides features to the Kerbal Attachment System mod. -Orbital Science It adds more ways to Science, never a bad thing. Plus the parts are pretty cool -Auto Asparagus Again, another must have functionality for me, makes sorting the stages out a lot easier. These are the ones off the top of my head. Let me know if you guys have others. EDIT: Sorry for the lack of options, I wish I could add more than 10, the options I placed up, those are the ones I feel should be up there. The Other category is there for the case that they are not. You may select multiple options though.
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Hmmm well I got what I would call some serious dips in frames that I don't like and for some reason, every rocket engine I put on a ship had a shroud on it that couldn't be ejected off. Kinda stupid.
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