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Wjolcz

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Everything posted by Wjolcz

  1. To anyone complaining about the number of plane parts vs the number of rocket parts: that's because there are no procedural wings. If they've become stock everyone would suddenly realize how few of them there is. Add a fuel switch and the number of plane parts would probably be cut in half. And I'm not against more plane parts. Neither am I against more rocket parts (especially some cool engines and base parts). It's just that procedural parts would fix many things and end a lot of discussions similar to this one. When the "pointy" cockpit was being redone I was actually hoping for it to become more like the one X-1 had. Apart from that I'm pretty satisfied with what we have now, but would still like to have a MK2 nose part and an F-35-like VTOL fan thing.
  2. I've recently landed a shuttle without wings. By going backwards. I'll post the pictures when I'm on laptop to prove it.
  3. One of them wasn't a decoupler before their look and functionality were redone.
  4. That could have been actually pretty fun. You would build stuff and stress it, watch it explode and all that with physics and if the engine was working well you would be able to sell it to companies to make profit, or something like that. Basically that Game Developer Simulator-alike (I think that's what it's called?) except with engines and physics.
  5. Not much actually. They only consume resoueces if you keep the crew in there and have some sort of LS mod installed. In real life they would be used for science and as outposts (for some reason). But there's no real and useful microgravity science that can be performed in KSP so once you have a station in orbit and perform the experiments the station becomes useless. There's the MPL though, but it's more like Unlock Points Generator. If you have it in orbit over the terminator you don't need to worry about electricity during nights, because there are simply no nights. Then you complete the tech tree by just warping and you win the game because why bother exploring since you can grind and consider the game beaten once you get all the nodes. I really wish there was a stock LS with green houses. Space stations would become great sources of food. You would just cycle between your ground base and the station and take the supplies it generates to feed your crew on the ground.
  6. There are enough easter eggs in the game. More of them seem to have been added in 1.2. And if you find them in the career they unlock nodes (AFAIK).
  7. Are they? I haven't noticed. Anyway it would be nice to have some sort of control over what kind of contracts are generated. Either by giving us actual filters (like in Strategia mod) or an actual contracts creator. There are some contracts that really make me angry. And they don't go away as I thought they would. When I decline test contracts there are other ones that pop in their places. And I don't want to do any of them.
  8. There used to be a Kerbal-X lego set some time ago. Don't know what happened to it though.
  9. I remember building a DC-3 alike in KSP once. It was vertical take-off and RAPIER-powered though. But it worked and was awesome. I'll try and recreate it soon just for the looks and because I'll need it for my eventual Laythe base. Also, I think this thread should be moved since it's more about KSP than real world?
  10. Well, the problem is there's no real annual/monthly funding. IMO such mechanic would be beneficial for the career mode as right now I (and probably some other people too) end up early in the career with either too much money or not enough to launch anything. I guess that's not a problem since there are initial rewards for accepting contracts, but they tend to be insufficient. Especially when the rewards are set to low and you can have only two of them active at once.
  11. I disagree. If there is ever going to be a sequel it should be Kerbal Aircraft Program with Earth-sized Kerbin and atmospheric engines of different eras. And with multiplayer. And maybe weapons.
  12. Just make them a short-lasting mission. It's pretty simple. There's your station and you need to evacuate the crew (for whatever reason). You only have 48 hours to do so. If you don't then your reputation goes down.
  13. Ah, yes. How I love being "taught" and held by the hand every time I start a career game. Isn't that great? Thanks to that I don't even need to look at the tutorials (who does? Heh!). It's really nice having a proper tutorial mode. I don't need to worry about wheels or landing legs, or even ladders! Jeez, aren't they confusing? Thankfully the devs planned the tree layout really well so even people who have never seen a ladder can enjoy it.
  14. They are all Yodas. Life support would be a nice thing to have. Though maybe a "lite" version of it. Or togglable.
  15. Huh. Thought I posted it there. I must have been really tired.
  16. Teh runway is bumpy because it's how it's meant to be played and also its very kerbal and if u don't liek it don't play it am i rite or am i rite???? PLZ DONT FORCE ME TO PLAY TEH GAEM TEH WAY U WANT OKKKKKK????? It's one of the curiosities I will never understand. The bumps render the runway useless in the lower tiers. Upgrades should affect it's length, not smoothness.
  17. What would that be useful for? Isn't it possible to have an extended antena inside of cargo bay, or something? You could place it on top of the plane to make it look like a radome.
  18. Yep. Trajectories is the one. Came here to suggest just that. And it's great.
  19. Only if it's actual science. You don't need regolith from the Moon to make a jet engine work.
  20. Why do you want to force people to go places? Tweaking this abomination of research system won't help. Creating a new one would. All I see is people either saying "I don't want to leave Kerbin's SOI to unlock the whole tree" and others go "I think exploration should be encouraged by lowering the science output". Neither of these "solutions" will help. Contracts, or rather missions should encourage the exploration. Science should always come second. First prove you can get somewhere and get funds for further scientific missions instead of going with a half-assed manned lander as your first mission and get some unlock points to actually land next time, because the landing legs are way down the tree.
  21. What I need is a contracts pack that is sorted one contract per planetary body, and each contract has a list of every possible experiment that can be performed on/around such body. Just like the stock survey contracts do it. They have each "mini objective" that has to be done in order to get paid. I need that except with every possible scientific experiment that can be performed for that body in place of these "mini objectives".
  22. Yes. That's the exact way I play my modded KSP and how the stock KSP should be. My career playthrough is very well balanced and I didn't even adjust any sliders that much. I have the upkeep costs, have to buy science to unlock nodes (only 10% science return) and can sell science. The problem I'm having is that science experiments are kind of useless, but until I find a mod that turns the science results directly into rep (or a contracts pack that asks to perform them), I have to live with it. But it's not that bad. I just accept the "perform science" contracts (whenever they pop out) for now and as a reward I get reputation.
  23. UGH! It's happened again! This game will never have a consistent look!
  24. What I can tell by the layout of CTT is that it seems like an extended stock tree that branches out more and more. I prefer the layout of Historical Progression Tech Tree because it gives me a lot more choices right after the first node, unlike it is with CTT. Edit: from the thread: Yeah, it's just the stock tree with extensions. And I hate the stock tree. If CTT just extends it and nothing else then there is no actual logic behind it. It's just more nodes.
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