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Ski

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  1. I always stage it, I tried RMB but that didn't work either. So even while staging I still cannot perform tests for RT10 booster, TT38k radial decouplers and LVT 45. I managed to do parachute in flight though.
  2. I did my booster and decoupler test while landed but in flight gives me trouble. I manage to light up all green check marks to test t45 engine or r10 booster but when activate it, it doesn't pass the test. There is no run test option with RMB either.
  3. Thanks for response guys, I just downloaded new version from the store.
  4. It's unmoded, 64-bit, win7 NON Steam version. I can't update it to .25 It says: rsync error: some files/attrs were not transferred (see previous errors) (code 23) at /home/lapo/package/rsync-3.0.9-1/src/rsync-3.0.9/main.c(1518) [generator=3.0.9] rsync exited with code 23: Partial transfer due to error Any ideas? BTW, previous version is playing fine.
  5. I don't understand what are you talking about. This is the best and most civilized community I've ever seen on internet. Arguments like this are essential to development of KSP.
  6. HarvesteR's post from other thread: "I think there is a large amount of inaccurate overlap here between what the top-end of KSP gameplay needs and what the old resources system was supposed to add. I agree that once you master the challenge of spaceflight and are able to get anywhere and pretty much do anything, you start to feel there isn't much left to do. This is true of any game. However, most games at that point just end and you get to watch the credits roll by. With KSP, you are free to continue playing until you've exhausted all possibilities, and beyond. This "end-game lull" is a frequent issue with sandbox games. However, I disagree that resource mining-- especially the idea for resource mining that we proposed last year-- is the best solution to improve end-game activities. There are a lot of other cool things that we could add there, that would be a lot more interesting and fun, and that wouldn't require an overly complicated and honestly, very tedious system to give you new cool things to do. What those things are aren't something we want to discuss yet. For all we know at this point, whatever new idea we disclose now might end up turning into a new 'resources', that later needs to get scrapped, so let's not get into that discussion now. One thing that needs to be made clear though, is that a game in Early Access, while it shares a lot in common with the usual MMO-style development process (without any regard to payment model either, that's an entirely separate and off topic thing here), it is different in that while the MMO is essentially complete from the start, and receives new updates to extend the content for players who have done everything, the Early Access game is still incomplete, and must devote its development time to adding features that maybe might not seem important to experienced players, but that make it easier to be picked up by new players, or that make the overall game experience more complete even if that doesn't make it more lengthy. That's not saying we won't ever add more things to do on the end-game level... However, you may notice it's even been mentioned several times here that the key thing is that people feel that once you land on another planet, there isn't much else to do. That does not imply the solution to that is to get out the shovels and start mining. Especially if you were supposed to remember to pack the shovels in the first place and didn't realize it until after touchdown. My point is, that old plan we had for resources is most certainly not the right solution. It doesn't fit organically with the rest of the game, it requires you to remember to attach a bunch of single-purpose parts to a vessel (forgetting any of which would render a mission a complete failure), and really, that's just not how we want the game to play out. I think this is the crux of the issue then. The resources plan being shelved is, by all means, a good thing. It wasn't any fun once we got down to it, so we're not losing anything that was worth keeping here. However, that does not mean there isn't a need (and budding plans) for more end-game activities. I'm just saying that old plan for resource mining wasn't it. Cheers Last edited by HarvesteR; Today at 12:56. " --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I figured it out !!!!! You want to start multiplayer Duna Kerbal Football League!!!!! That's what this is all about. Seriously though, I think that most of us that are disappointed with shelving current resource program and focusing on multiplayer in near future after career is that we fail to grasp what possible endgame do you have in mind assuming that we are not interested in MP. What else than elaborate way to acquire resources and probably colonizing planets and moons and in distant future also maybe different solar systems would be equally engaging? Archeology and science? Finding ancient or modern civilizations ? Here is a good one: dynamic events like preventing comets or asteroids to collide with Kerbin etc. I don't mind multiplayer but the only way I could enjoy it is a IVA simulation style with far more complex ship managing system than we currently have that requires more than one kerbonaut to operate. Of course there is a possibility that before release this game is meant to be something far different than it is now and current gameplay will be an afterthought. ( those ICBM jokes come to mind) Lastly, by hinting over the years which was supported by this forum's community, that multiplayer has small chance to be implemented and switching your design direction towards it without any proper communication with fan base, you did hurt your credibility a lot. Things will not be the same, we will not believe you easily anymore. If you want to treat us like expendable assets our loyalty will diminish. I urge you: don't be that company. Thank you for your time if you read it all.
  7. You read my mind. Here is your rough guideline SQUAD. P.S. so when MP is implemented will that mean that MechJeb autopilot will be deemed as : cheating? I always heard that there is no cheating in single player games...well it's about to be MP.
  8. Really? You are going to offend me even though sarcasm is not well readable on forums? Apparently many people want want gameplay like that since multi is a GO and resources are not, so my surprised reaction is rather justified after long time of absence but it must be too hard to understand for you.
  9. What is this tactical ICBM garbage? I'm gone from forums for few weeks and now we are making DEFCON???????? You must be wanting some different game. If there was a multiplayer at all I thought it was supposed to be added after release.
  10. Now that I have not tried yet. A man learns something every day. Does it screw anything up if I rename .exe to second version or something?
  11. I definitely don't see mods as cheating. They are great tools. Now modding the whole career is something that would get my attention. I know from my experience when in previous builds i just installed crapload of all kind of mods, I simply lost track. So if I have some of them and they change some small percentage of my stats that I won't see until very end of career then I would feel stupid as hell. I wanted some system that help me manage mods I want to use any given moment and keep KSP stable. I though Career mode no mods would do it for me by stripping everything from vanilla so I don't have to mess with it.
  12. My point: if there is a structured career with some mechanism bonding it somehow together i.e. money, experience etc. wont some mods be able screw it up by pure accident? So we will have to have actually a mod tracking system in place anyway?
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