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Everything posted by Col_Jessep
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Spaceplane help - how to stop this bouncing?
Col_Jessep replied to PoopyJoe's topic in KSP1 Gameplay Questions and Tutorials
It often helps to disable roll in the tweakable right-click menu for all but one small pair of control surfaces in my experience. -
I love this mod! Of course I'm working on a feline-inspired collection of word snipplets for my own enjoyment. Some of the names I generated so far: KSV Bastet's Dream, HMAC Light Whisker, KAC Basement Cat's Ascension, ISS Longcat's Ear, HMS Spectral Can Opener, KAC Swift Purrer, HMS Lost Ear, SSat Ceiling Cat's Opportunity, MSS Chairman Meow's Blade, HMRC Copy Cat's Claw, HMSC Hipster Kitty's Thunder, MSS Tacgnol's Night... Quick tutorial on how to change/add/replace word snipplets: 1) install the mod 2) open the Champagne folder in Game Data 3) open the .txt files in Notepad++ or something 4) edit away Thanks bunches for this mod!
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I'm not excited for money being added to career. There is a mod that does it already. I see a problem with balance. We have seen it with science. Some players can unlock the whole science tree in a couple of launches while others need dozens. Adding budgets to the career will only widen the gap. Experienced players will now gain additional resources from successful missions while new players will have to deal with an even steeper learning curve. IMO career mode has made many aspects of KSP boring. Look at the Youtube LPs: Before career mode you would see interesting missions to Eve, Moho, Jool... Now it's Kerbin, Mun and Minmus for weeks. By the time they reach Duna I've unsubscribed. The only way I can enjoy career mode is if I use Real Solar System with it. It's grindy as hell but at least it's a proper challenge.
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why are there people who stick more than one nuke on their ships?
Col_Jessep replied to lammatt's topic in KSP1 Discussion
OP forgot about the player equation: boredom = e^(burn time / possible physics timewarp) -
I play Real Solar System stock career mode with stock parts, KW Rocketry, FAR and DRE. And KAS. Because I'm sure I will forget to put solar panels on something important at some point. I always do.
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Docking is not hard if you know what to do. A bit tedious sometimes maybe but not hard. I challenge you to find a good tutorial on Youtube and learn how it works in theory. The best challenge is to challenge yourself to learn what you think is hardest.
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I've seen a lot of prominent names in this thread but I think two are really missing: 5th Horseman Don Lorenzo Both of them could use more subscribers and they deserve them a hell of a lot more than some of the big channels!
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There is a bug with Rapiers and DRE. You can try to use struts to attach the Rapiers to the fuselage. Don't be shy, try 8 to begin with. Because moar struts = better... ;P
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Large spaceplane construction: Tips and tricks, as I uncover them.
Col_Jessep replied to Whackjob's topic in KSP1 Tutorials
I think you can get away with less structural elements for the amount of fuel you want to carry. But I only build large planes with B9. Everything larger than Mk1 brings out the ugly in stock... -
Just came by to say thanks for this mod! Not only does it provide me with a new challenge (stock parts, stock career mode), it made me appreciate the beauty of KSP (and the universe in general) more. Burning for the moon. I almost overshot because I was happily watching the sunrise instead of my instruments...
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Is DLC for KSP a good idea?
Col_Jessep replied to czokletmuss's topic in KSP1 Suggestions & Development Discussion
There are a couple of things I could absolutely see as DLC. Let's take Kerbalizer integration with the stock game. You can give Jeb a stylish mustache, sunglasses or a different suit. I would really like that and with Universe Replacer the changes to Kerbals don't stick. This would be a cosmetics DLC that is 100% optional but certainly worth a couple of bucks to many players. I can't agree with this statement. In my experience it is more likely that dedicated modders support the game long after the developers and publishers had to move on due to money constraints. Prominent examples are Total Annihilation, Supreme Commander (FA), Vampire the Masquerade: Bloodlines, Mount and Blade: Warband... I'm sure you can probably think of many other games. Yes, some great mods will probably be abandoned at some point. It happens. The more people are interested in a mod the higher the chance that somebody will take over. And you always have the choice to keep an older version of KSP with your favorite mods. -
I had a little burnout myself recently and I enjoy Mount&Blade Warband for a bit. But RSS + FAR + DRE works too. What about an Eve escape vehicle that lifts off from Eve's oceans? You would have to build your own swimming launch pad, deliver it to Eve and get it down in one piece.
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Just one extra part.
Col_Jessep replied to Clockwork_werewolf's topic in KSP1 Suggestions & Development Discussion
Electro motors so we can build helicopters, propeller planes, ships and hovercraft. -
Show off your Debris Near Misses here!
Col_Jessep replied to AlamoVampire's topic in KSP1 Discussion
Not debris but a close call nonetheless. On my Tylo mission I undocked my lander from the main vehicle and planned my descend. The main ship drifted away and I forgot all about it until I started braking. Bill and Bob could almost have touched the solar panels... -
That's basically a nice idea, Wallace, but don't forget that science and reputation become entirely useless at some point. At the beginning everybody will turn rep and money into science. The other way around will only happen after 'too many boosters' accidents. Midgame many players will starts spending money on SSTOs and mods like Kethane, so rep goes into money and science. Late game all you need is money really. Rep will just be a bonus and science to unlock the last few tech nodes nobody really wants except for completion.
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Yup, I'm really looking forward to saving up my money to get a Kethane operation and SSTOs going just to be screwed over by all the KurtJMacs who can't plot a decent interplanetary transfer from Duna to Kerbin and think a mid-course plane change is some dubious practice between lovers. Ever seen a Coca Cola truck? xD
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I would like to see a new difficulty added: + Tutorial Career: You get solar panels, batteries, ladders and lights in tech node #2; you get the smaller science instruments in tech level 3 and 4; surface samples give 3 times more science; transmitting has doubled returns. Possible career missions include satellites and planetary mapping probes that will return prestige and money that can be traded for a good amount of science points. New players also need encouragement and help to go to other planets. An ingame delta-v calculator and launch window planner are essential!
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Delta-V for Eeloo transfer
Col_Jessep replied to InterCity's topic in KSP1 Gameplay Questions and Tutorials
Here is a nice tool that allows you to look it up for any given time. http://alexmoon.github.io/ksp/ Pack some extra delta-v for adjustments and don't forget to check your return window. Good luck! -
You Will Not Go To Space Today - Post your fails here!
Col_Jessep replied to Mastodon's topic in KSP1 Discussion
Maybe aquickload can save it? Make a backup just in case first though. -
I think he was referring to the terrain height indicator in Kerbal Engineer or the radar altimeter in IVA view. You can land without seeing the ground and it is more reliable than looking out of the window and hoping to see your shadow in time, especially at night....
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Col_Jessep replied to TriggerAu's topic in KSP1 Mod Releases
Thank you for another great mod, Trigger! It's pretty useful with planes and SSTOs to check if your fuel line setup draws fuel from the correct tanks to keep the CoM roughly in the same spot. Another interesting use is for air intakes to compare their performance (B9 adds a couple of new intakes). It would be a 'nice to have' feature imo but not high priority. -
The way I understood it was that the devs didn't like the complex system they set up for resources. Understandable if you ask me. The great thing about Kethane is that it is one resource that allows you to produce all types of fuel, meaning one refinery can service all vehicles you dock to it. But I think the whole system would be less fun if you had to transport different types of fuel from all over the solar system just to refuel one ship. There is a break-even point where it is less hassle to send a refueler with everything you need from Kerbin and if your resource system is too complex you will probably hardly use it. I think most of us can easily lift a 100+ ton payload into LKO, right? Dock a couple of those together and you have a really large refueling station that you can send anywhere you like with a couple of NERVAs. There is your break-even point. A resource system has to be less hassle than this or more fun or ideally both. It works for Kethane because you can put a drill and small refinery on a vehicle and refuel it completely on a Kethane deposit. As long as you manage to land on a Kethane deposit you can land on Tylo with a small craft and refuel it to get back into orbit after a short wait. The whole thing would fall apart (imo) if you would have to find different drilling spots for liquid fuel, oxidizer and Blutonium. Then there is the Zero Bypass Turbine which opens up new options for everybody who wants to fly in Duna's or Eve's atmo. Awesome idea right there! The devs canned their resource system because it sucked compared to Kethane. And rightfully so.
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Is with mods easier to get in orbit?
Col_Jessep replied to Dacsi's topic in KSP1 Gameplay Questions and Tutorials
This would be my recommendation as well. Just keep in mind to add some extra fuel for plane changes and unforeseen correction burns. -
The question what we should be able to do on a planet is not that easily answered. Sure, you can add resources comparable to Kethane. But Kethane is not a goal its a means to an end. You mine Kethane to achieve another goal like refueling your Duna spaceplanes or having an easier time in the Jool system. It's fun and very useful but it is not what I would call an endgame goal. Neither is anything science related currently. Science in its current form is the start of the game, a pretty extensive tutorial. Or at least that's what it was supposed to be. I don't agree with many design decisions because it doesn't help new players in any way to learn anything about orbital mechanics, docking or engineering better rockets. New players learn nothing from having no landing gear, ladders or solar panels. Except that it really stinks to fly to another planet without them. And endgame goal is something you do after the whole tech tree is unlocked, after the resources are mined and after you have taken screenshots of all the views. Since we are talking about a sandbox game in KSP it's better to avoid something like a final boss (*cough* Minecraft's Enderdragon *cough*). There are a couple of possible things that come to mind that players love to do already: Building colonies and space stations. Space tourism is something that would fit well with the canon imo and could be seamlessly integrated into career mode. Building a nice, large colony with an offworld VAB/SPH would be another possible goal. Who doesn't want to have a VAB/SPH with landing strip on Duna and Laythe? (And maybe Eve for those of us looking for a challenge. )
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Players always complain. My complaint is that there are no cats (Kats?) in KSP. It's obviously a grave design mistake not to put cats into a game.