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Corona688

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Everything posted by Corona688

  1. I started way back in 0.8.5 when a friend pointed it out to me. It was simple fun, making big monstrosities, trying to make orbit by trial and error, trying out a few basic mods. There was no mun yet, and I fell out of it for a while. I returned when they added the mun, and managed to hit it several times with basic orbital mapping but no patched conics. Note the word 'hit', not 'land'. That was quite entertaining for a while, and eventually I managed to actually land, and keep all my engines and at least half of the eight landing legs. I was impressed, and when preorders came out I jumped in line. This is my first time seriously tackling career mode. I gave it an offhand try before but worked myself into a corner, this time I'm making real progress, I think. We'll see. If I unlock the whole tech tree I'll call that a win.
  2. You're kind of contradicting yourself... Earlier you explain there's distinct features which make KSPedu a different product, now you emphasize that it's very similar but with different grades of support. I understand where you're coming from on both accounts, but pitting its own products agains each other is the kind of conversation a software company really wants to avoid. Competing with your own products is a competition you always lose. I think Squad will try and keep them as distinctly different as possible to minimize this.
  3. Your topic says 'pull up', your post says 'dances', which is right? Your rocket is long enough that when your rockets gimbal, it causes the rocket to bend in the middle a little bit. The engine isn't quite pointing where the control pod thinks it is, causing it to overreact, correct, and overreact on the way back, back and forth. You could try turning off gimbaling in some of your rockets on the way up. You could also put a control pod in the middle of the rocket, right-click it, and 'control from here', which wouldn't stop the flexing, but would stop it from going bananas when it happens.
  4. It's not a question of sales, it's a question of marketing. The point of KSPedu is that it has this feature among other things. That's its reason to exist.
  5. Fair enough, but the existence of such a thing means they're unlikely to re-do what they've already done, and unlikely to 'lift' content from an independent product. It'd be uncomfortable legally and ethically in a bunch of ways, for much the same reason releasing previous versions is legally uncomfortable. It's content they've already sold in other contexts. That it exists at all is surprising, I thought HarvestR was deadset against it, but it makes sense in an educational product. If they ever unify KSP and KSPedu, it could happen. It might also become DLC, maybe a 'preview' add on to show what kspedu is like.
  6. It'll let you delete pilots awaiting rescue before you've found them, I think -- before you've entered their SOI and made them viewable. I haven't pushed it but the button appears to be 'live'. So, it's kind of 'magic', yes.
  7. There's also less silly options, but yes -- putting a stock dV meter in vanilla KSP would be giving a big blatant finger to kspedu customers. "Hi, the fancy features you paid for? The educational exclusive stuff? Turns out you really did buy the exact same product rebranded. Hope that's okay." They can't do it. They've backed themselves into a corner.
  8. If the base you leave behind includes the stuff they asked for, why not? Building a transport using the money they gave you is quite literally what they are paying you for -- transportation. It has to get there somehow. It's not even an exploit, the amount they pay you doesn't change, you just use your own resources more efficiently.
  9. I stopped sending 20 thermometers to places when I realized I could reuse the same one 20 times by sending a kerbal along. For thermometers, it doesn't even have to be a scientist, a pilot will do.
  10. Anything that drives KSP's bloated memory requirements higher than they are already should not be stock.
  11. People have been mentioning it since before KSP even had a menu beyond the default unity screen resolution on-load popup. Problem is, options are still technically hardwired the same way like that. KSP isn't actually running yet in the menu screen. Changing this might mean anything from rewriting the game entirely to completely changing game engines.
  12. what. That a stock delta-V indicator exists in kerbaledu guarantees there will never be one in the vanilla game. They can't even make it DLC. It'd be against their own interests to compete with kerbaledu like that. So, it's not going to happen. Period. Thread over. Install KER, I guess.
  13. I fear this is optimistic, it may never be successful in the long run but that doesn't mean FTP's won't be used in shady get-rich-quick schemes, much like spam and telemarketing still linger despite being awful marketing strategies. All the people in this thread calling themselves pure evil while you do it silently and almost unnoticed.
  14. The odds of something being in just the right orbit are minute, unless all your debris comes from the same place. It's apparently possible, from evidence in the "do you suffer from space debris" thread. The guy put up an upgrade for his space station after not playing for a long time, and didn't notice the velocity at intercept was suspiciously high... For the heck of it he'd left the station orbiting retrograde. Following that impact, there was enough debris in that particular orbit that rescue missions both prograde and retrograde just got fragged. So in normal game, the odds are pretty much nil, but if you felt like it, you could make a "kessler challenge" for yourself by smashing big things in orbit.
  15. Something just discovered when I crashlanded an airplane on a mountainside and it was slowly sliding down: Even if the engines are the only thing holding something stationary, that's stationary enough to "recover".
  16. You get a limited number of reverts per launch. You can buy more.
  17. Double cost for parts would work. It'd kill a lot of the advantage of bigger engines.
  18. I hope not >.> I'm not giving those early skippers back
  19. Part-testing missions can be weird, and assignments can be arbitrary, the trick is to make them work to your advantage. They want to send a sepratron to solar orbit? Ooookayyyy, what else can you do while you're there? Use every opportunity to gather data from new regions / biomes. The world records give you hints too. Also, be careful what you spend science points on, you can spend yourself into a corner. There are a few things in the tech tree I find it really hard to do without: Science parts above all - they return more science than you spend easily. The materials bay has some of the best science returns in the game. The polar scanner and mineral scanner are not worth it just for the science! Their returns are dismal. Getting those early was almost a game-ending mistake. Basic electrical stuff - sputnik cores, batteries. They let you do cheap/easy part testing missions that you don't have to worry about recovering. Satellite missions can be lucrative, too. Solar Panels - your missions are all very short-lived without them. "Thumper" solids - they make small launches so much easier, and all your early launches are small ones. The LV-909 lander engine, the most efficient little space engine in the game. You can make do without it, but once you have it, you'll use it in everything forever.
  20. "refuse" is the wrong word, "is literally unable to respond to any input" is more like it.
  21. Not much. Unless you're close enough to interact with the debris, physics doesn't kick in and debris is only tracked. Realistically, space debris is a real thing. Whether you want it is totally up to you. I usually de-orbit stuff if I can. If I can't, oh well.
  22. You discover that 0.0km sometimes also means 0.0m, even if your intercept speed is in the three digits.
  23. It's a Unity PhysX thing that Squad can work around but can't wholly fix. Orbits in timewarp don't decay. Orbits above 100km are barely affected at all.
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