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KSP2 Release Notes
Everything posted by tetryds
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@ick98: Minha nossa que estação enorme. Recomendo começar pelos módulos de habitação e ciência, que são menores. Daàdá pra levar eles dois ao mesmo tempo, aquele "miolo" vertical ali. Por segundo dá pra levar as duas torres de painéis solares. Se couber leva junto, senão a próxima seria o módulo de baterias infinitas, haha. Depois disso os tanques, depois os adaptadores, e por último os landers. Vai ser mais fácil docar os landers com lag por que eles são mais fáceis de manobrar, por isso deixa eles por último. 600km é uma altura boa, não se preocupe, ainda mais por quê você tem... 63 milhões... lol. E eu aqui contando as moedinhas. Está usando FAR? Acho bom deletar a pasta do mod e baixar e instalar de novo a última versão.
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Para quem está tendo o bug de todas as construções começarem lvl máximo no modo carreira, esse bug acontece na versão x64 do windows, o único jeito de resolvê-lo é rodar a versão x86.
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[MISSÃO] Rosetta's Mission - Minha Reprodução
tetryds replied to ricardoguedes21's topic in Portuguese (Português)
Se achar que existe algum necro que merece atenção pode usar o botão "report post" do lado da estrela de dar reputação, ou me mandar um pm. Esse post não é tão antigo assim, está tudo bem. -
Not really, because everything you said there is what SQUAD is planning on doing now on the BETA phase, as far as we are all concerned.
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I guess you did not really read the release notes The Mk1 Cockpit was updated on 0.25, btw.
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This is the only one worth quoting, and my answer applies to all of them. It does not mean "feature complete", but "scope complete", by the way. 0.90 is the first beta release, how can you expect them to have revmaped/improved a feature before getting to the point where they revmap/improve features? That does not mean they didn't either, just to name a few: -Eva -Contracts -Editors -KSC -Mk2 parts -Mk3 parts -Mk1 Cockpit -Wings -Several engine rebalances -SAS -Decouplers (added stack separators) -Struts -Wobbliness -Antennas -NavBall There are many more that I did not list there, and several of the ones listed have way more to them. Seeing that you came to the forums in 2011, you are only not seeing these changes because you don't want to. Aerodynamic overhaul is not a rumor: http://kerbaldevteam.tumblr.com/post/100106130289/beta-than-ever-the-future-of-ksp And no, that does not mean we won't have those features, the same way as we got improvements and balances along the way, we can still get new features. Being focused does not mean being dedicated. I see so many people angry about the game, I just don't understand why do still play the game if it's so bad. Yes, only one of the updates was meant to be "quicker", they learned with their mistake instantly instead of insisting on it. About the hard mode, do you realize that all those FPS games you talk about are stupidly easy, and it's not KSP that is stupidly hard? I believe that people go play on hard mode because it's good for their ego, not because they actually feel the game is not challengening enough on previous difficulty settings. KSP is not an easy game, and hard mode is for few (very few), thus it's totally normal that people will fail on such difficulty setting. From all that I have seen here on the forums, the people for whom the hard mode was created are not less than super happy with it, most agree that there are a few bits to be tweaked, but it's on the right direction. There are sliders for a reason, if you find it too easy or too hard simply balance the game to fit your gameplay, don't expect a game like this to be automagically balanced for every player. Also, you may notice that most games go easy/medium/hard/very hard, KSP goes easy/normal/moderate/hard, so the KSP "hard" you are talking about actually stands for "very hard" And no, being "hard" does not mean being bad, I could just make a very big list of recent games that are super popular and insanelly hard, but I guess I don't need to mention anything other than Dwarf Fortress.
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Vlw Nahim Em pessoal, estou movendo tudo sobre a atualização pra cá pra ficar melhor. Mas não se preocupem, não vou ficar movendo tudo o que for postado, só o que for mesmo fora do tópico ou o que for sobre o update (do mesmo jeito que é feito com perguntas que vão para a central). Não tem problemas dar uma fugida do tópico, só que quando é demais dai complica. Estamos crescendo bastante (muito mesmo), e isso é ótimo, mas ainda não estamos perto de termos subfórums. Também não quero que ninguém deixe de criar tópicos como queiram, só estou explicando o por que os de os posts sobre a atualização estarem sendo movidos.
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You may have notice that the latest update was called 0.90 BETA. SQUAD has told us many times that it's approach was always implement features to a working state, to achieve scope completion, then go back and improve them later. To give you an example, this approach is found on both scientific and engineering methods (it is roughly the feedback functions on the right side). You never have your product complete before you get the product working, and you cannot balance anything before you get the chance to see how it applies to the whole set of systems within the project. Another thing is that we always got new content for KSP, even on the updates which added less things, when SQUAD attempted to try to bring more often updates with less content (which took nearly as much time as a content rich update). Now, with the BETA, is the time SQUAD will look back and come fixing all mistakes along the path, so expect to see a huge ammount of rebalances, bugfixes and parts. We were not given optimal versions of every game system on every update, simply because the next update would require a new full set of rebalancing. This would take way too much time and effort, instead, we were given working versions of each system. Now that all of the systems are implemented, SQUAD can see the game as a whole, and will understand better the impacts of each feature on the gameplay. One example is that right when science was out we were really missing science being directed, or having engineering points or something like that. Now that we also have money, such depht in science is not needed anymore, more complete systems like the ones we asked for would only lead to micromanagement. Also, about things not making sense, they are Kerbals, they do things the Kerbal way, which is not the "dumb" way, but it's certainly not the same way we would do it
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VÃÂdeo sobre a update pronto: A qualidade não ficou tao boa, nem do vÃÂdeo nem do áudio nem da informação, tive problemas como explico no fim do vÃÂdeo.
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That is really cool, godar, I know several people who would avoid using DMP simply because they were afraid of failures. Thanks for this new supercool feature I am not sure if KLF would be that important, I mean, people could just avoid interacting. Unless porting it is really simple. (I know about debris, but an admin could just nukeksc/dekessler, but orbiting debris doesn't even do anything at all).
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User thread lock control over their own thread?
tetryds replied to CaptainKipard's topic in Kerbal Network
I am just pointing out that what you are requesting already exists. Following K.I.S.S. principle here. -
User thread lock control over their own thread?
tetryds replied to CaptainKipard's topic in Kerbal Network
I don't think you understood, you can either use that OR use the report system. Simply report the OP of the topic you want to be closed with a good reason for that. The gains of allowing people to have power of their topics are very minor if compared to the potential issues it can bring, IMO. -
Yeah, I was not playing with FAR though. Instead of rushing, I farmed all altitude records, and rescued a kerbal, using his EVA to get reports from the biomes my orbit passed over. There is a big lack of challengening high profitable missions right now, and since I can only pick two at a time that makes things a bit complicated. Don't plan to use FAR as it makes it too easy to get to orbit, and if I am to play with planes for scan contracts I will need propellers. So, this is a missing chunk of the game, even with improvements to aero things, they are still unpractical/unworthy, at least on hard.
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I play on hard, and play for money, so only highly profitable missions. I dump most of the missions that earn less than 7k, and hardly never accept test contracts, as most of them pay less than what I need to buy the part itself. Big deals are going for Mün and Minmus, then accepting contracts around there, and trying to make as many as I can from there before returning. The buildings prices are overkill... I love it.
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Tópico De Discussão Geral
tetryds replied to EuSouONumero345's topic in Portuguese (Português)
Dois posts movidos para cá. Estou pedindo pra dar uma segurada no off-topic senão vai virar bagunça, não posso mover cada post. -
Como já temos um tópico de discussões, movi seu post para esse. Climberfx, seria interessante adicionar uma quote do post acima no primeiro post do tópico. Na próxima pode deixar que um post oficial sobre o update será criado.
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Tópico De Discussão Geral
tetryds replied to EuSouONumero345's topic in Portuguese (Português)
por que eu cliquei? Por quee??? -
Ah, so you want to disable multiplayer function from DMP. KMP was based off a mod that did this, only showed orbit, crafts and screenshots from other players, as well as chat. But why would you want that?
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Tenta tirar a placa, ligar o computador, desligar, colocar a placa e rodar o jogo. Se não funcionar tira a placa, entra na bios, seta preferencia pra PCI, desliga, poe a placa e liga. Também tente colocar a placa e o adaptador na onboard, se qualquer uma dessas coisas funcionar (ou não) me avise. Se nenhuma dessas coisas funcionar o problema pode ser a fonte ou a placa mãe.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
You should pay more attention to the changelogs.- 14,073 replies
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- aerodynamics
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
Cool footages, the first one is the nicest. -
@Gustavo6496: quando for fazer perguntas assim faz na Central de Ajuda. Tem muita coisa pra mover, vou deixar por aqui mesmo, pelo contexto. Mas posta la dá próxima vez, fica mais fácil de o pessoal ver, e vão responder mesmo assim. Sempre quis ter um telescópio.
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You are suggesting turning the server into a client. I don't code, but I know that this is not nearly as simple as it seems. I expect official KSP MP to have something like this, or at least the option to have it. But I am not sure if its worth for DMP servers to do that. Also, this would require the full KSP to run, so it would be more like the "open to lan" on minecraft. Maybe this could be done by simply setting one client as priority and then all the universe runs on it. But then the client would have to be always controlling a vessel or something like that, and it would lag like hell, I think. I guess this wouldn't be nearly as good as a proper solution as you suggest.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
Hey, this is probably known, but if you input more than 70 on the altitude for checking stability derivates, FAR freaks out: http://i.imgur.com/5EZJJN2.png The only problem is that my GUI is gone, I will have to restart. But now I start to wonder why did I input a value higher than 70.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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