Jump to content

Naiba

Members
  • Posts

    368
  • Joined

  • Last visited

Reputation

2 Neutral

Profile Information

  • About me
    Sr. Spacecraft Engineer
  1. Hope the devs look into working on resources and prospecting again. Would be really nice to have a choice for infrastructure and larger ships to move out into the system at a slower pace with bigger long-term efficiency savings balanced against a rush but with smaller cheaper more disposable craft that net you greater rewards early on. Really want that sort of serious tactical choice with serious consequences for how you want to tackle exploring the Kerbin system. Even if it were just some basic groundwork, I'd be happy with it. "We're gona make Kethane look TINY!" Want to see SQUAD live up to that statement.
  2. Just wondering if we could get the option to drag the navball left/right along the bottom of the screen so that it's a little more out of the way and doesn't block the view of your ship while using it. Thanks o/
  3. Naiba

    Take on Mars

    You seem to be mistaking the lack of planned content for the lack of plans FOR content. Take on Mars could really do with more of the former and less of the latter. It'll be a solid little title when it's done, but that's all part of the problem I have with it. Just a personal opinion, mind you.
  4. How can I stop ships from spinning out while I try and line up docking manoeuvres using the docking mode in 0.21? I just don't get it. Anything I've tried so far (all my designs with all the different types of ASAS parts) keep turning when I try translating. Is the ASAS just plain turning off axis lock in translation docking mode? It feels like it is. Is there something I'm missing that will let me dock two ships without needing to resort to controlling rotation and translation simultaneously?
  5. It's MY hypocrisy! You can't have it! Seriously tho, you don't need to take the odd joke so seriously, the guy was just trying to be funny. If having a sense of humour is a sign of immaturity then maybe we should just give up on this whole "being adults" thing altogether.
  6. 'Is the first part of your post really necessary? I understand what you are trying to say but it just comes of as immature.' Ahh... I <3 my hypocrisy. Anyhow, I completely agree with your thoughts on spaceplanes and rockets. Rockets are the workhorses of my space program where as spaceplanes are its toys. I wouldn't want to choose one over the other, I have a lot of fun with both.
  7. It still sais it gimbals, but I'm not seeing it gimbal, and it's turning my ship no better than the T30. Is there something wrong with it since 0.20? (and no, I haven't locked it's gimbal.)
  8. Cheer up, it's fun to speculate! 0.21 probably won't have the resources system. "implementing it later in development" doesn't mean 'implementing it the very next update'. Still, there have been hints at what 0.21 will contain. "The first implementation of the Career Mode in 0.21." is a quote from a developer that I think I heard somewhere. Possibly some implementation of a finance system, a stash of monies, a way of getting more monies, parts costing you monies when you hit the launch button. Maybe getting new Kerbals after others... have accidents... will cost monies too. Could even have a simplified part-unlocking system (the basics of research). There are an awful lot of unknowns at this point. Oh, and the space centre overview scene may get scrapped, or made a lot more useful than the 5 button option menu it represents.
  9. I somewhat doubt the entirety Type I, II and III categorisation system.
  10. Is the shuttle itself balanced without the tank and boosters?
  11. You could try and cut the main engines with X just as the boosters run out of fuel, should give you a few seconds to get things in order before loosing too much speed. * Hmm... tricky one then, classic 'space shuttle' layouts on rockets have always been notoriously difficult to keep balanced. ASAS will certainly help you a little. What hight do your boosters run dry and how many engines do you have on the main ship?
  12. Have you thought about adding radial engines to the far side of your main fuel droptank? You could set them to fire after your boosters separate and keep it balanced against your ship's main engines till the fuel's gone and you can ditch it. *Try uploading to something like imageshack.us first, then posting it with
  13. Just want to get out where I feel the line is with paid-for DLC. Star system creator, good. A single different star system to the current one, not good. New types gameplay (such as a nice 4X colony management part of the game), good. A bunch of base structure parts, not good. Multiplayer, good. Automatic Facebook updates, not good. Pretty sure SQUAD have only ever been thinking on the good side of that line.
×
×
  • Create New...