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KSP2 Release Notes
Everything posted by tetryds
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De nada, Sr/a Krahen. É difÃÂcil jogar KSP sem mods, tem mod pra tudo que vc possa imaginar. A parte boa é que eles sempre atualizam, e o jogo tem suporte/incentivo para os mods. Lembro quando eu jogava Minecraft, era um inferno lidar com mods, principalmente se quisesse usar em um servidor. Agora o próprio multiplayer é um mod e ainda tem suporte aos outros, fico impressionado.
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Acredito que sim, não vi nada nos updates relacionado a esse foguete.
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Esqueci o paraquedas, daàeu fui pousar e... Descobri que o Aerospike não é bem um spike... ashuhasuhasuhasuh Ficou paradinho mesmo sem SAS Versão 0.19 ou 0.20 se não me engano
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Eu ainda não estou com o servidor aberto, hoje foi a última prova relativamente difÃÂcil. Pretendo abrir assim que alguém estiver interessado em jogar comigo, pode ser a partir de hoje mesmo. A versão em desenvolvimento do mod parece muito instável, então o server vai usar a versão 1.3.1, ou a última oficial. Me avise quem quiser entrar que eu sempre estou de olho nesse fórum, dai a gente joga. Lembre-se de nao usar mods, e de preferência o Windows (OSX tende a derrubar o servidor).
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Por enquanto não existe simetria horizontal (a do SPH) no VAB. Lembro ter visto que os desenvolvedores planejam incrementar os modos de construção, então essa feature deve vir em breve. Por enquanto você pode usar o Editor Extensions, que o Daniel recomendou, é muito bom, além de não adicionar nenhuma peça ou propriedade nova. É excelente pra quem quer jogar sem mods, por não interferir diretamente na funcionalidade do foguete, apenas ajuda a construir. Mas se você é terminantemente contra mods, eu recomendo que construa o módulo no SPH e salve na última aba de peças pra poder importar em outra nave. Depois abra seu lifter no VAB e importe a parte feita no SPH, como o Climberfx disse. Esse é o melhor jeito que eu encontrei pra lançar rovers a partir de foguetes, fica muito mais fácil.
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@JohannesMP: To me that can only mean one thing mac users not allowed
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Wolf Industries [EM CONSTRUÇÃO]
tetryds replied to WolfyPlayer's topic in Portuguese (Português)
Acredito que Kethane não seja essencial, pois é utilizado apenas pra role-play, não para showcase. A não ser que a nave seja encomendada e seja especÃÂfica para o mod ou precise de suporte a Kethane acredito que não deve ser usado. -
creatures on kerbin (and maybe laithe)
tetryds replied to andrew2343's topic in KSP1 Suggestions & Development Discussion
immersion level: overninethousand that would be very fun i said somewhat big creatures could be like easter eggs, they keep wandering by their spot and you can flyby but there must not be atacks from animals, in any way or form, IIRC devs said that ksp will never have any violence factor -
Wolf Industries [EM CONSTRUÇÃO]
tetryds replied to WolfyPlayer's topic in Portuguese (Português)
Respondi aqui: http://forum.kerbalspaceprogram.com/threads/56322-Eventos-Multiplayer/page3 como instalar o mod. -
that's really good, and seems very simple i can't wait to send a cargo plane with scout jets ready to be taken down anything about the lazor missles mod? how feasible would be to actually turn the crafts into "real" crafts that gets to a real state if you switch to them? edit: just one thing, EVA kerbals can also be recorded? sorry if any stupid questions i cannot test the mod right now
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Você instala como qualquer outro mod, mesclando a pasta GameData do .zip do mod com a GameData da pasta onde está instalado o Kerbal. A diferença é que você também precisa fazer isso com a pasta saves presente no .zip, pois ele é o save que será utilizado na sessão multiplayer. Se for utilizar esse mod, tenha certeza de não ter NENHUM outro mod instalado, delete os outros mods antes de instalar esse. (é recomendado que se delete o jogo e instale novamente pra ter certeza) Suporte a mods no KMP existe, mas é o server que meche com isso. Se preocupe apenas em instalar esse e testá-lo, se for utilizar outro daàé outra história. Se tiver mais dúvidas é só pedir.
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has anyone tried this with KMP or lazor guided missles? if so, what happens? i belive you would see your own records normally, but not send them via KMP but it would be cool if the other's tracks (tracks only) showed up when enabled by the one piloting the ship would allow everyone to see what other people did
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Wolf Industries [EM CONSTRUÇÃO]
tetryds replied to WolfyPlayer's topic in Portuguese (Português)
Ok, por favor me envie um PM assim que estiver recrutando, se possÃÂvel Se estiver interessado (e eu for recrutado, lol) é possivel manter um save, ou posso ser host de um server KMP próprio da empresa durante as férias (provavelmente de 1h da tarde até cerca de 2h da manhã, todos os dias). É melhor começar construindo alguns veÃÂculos antes de recrutar pra que seja possÃÂvel seguir o estilo. edit: se possÃÂvel informar quais mods serão utilizados. -
Facility Upgrades in Career Mode
tetryds replied to gGATORr's topic in KSP1 Suggestions & Development Discussion
Along with the idea that ships take time to build, a good option would be allow more ships to be built in a row, as well as take less time to build them To allow the player to start at the island, airplane parts would have to be regrouped on the tech tree I also like the idea that you can have different-sized science buildings which allow you to get to a certain point of the tech tree The radars could have simmilar functions too, showing less information about the other planets and having bigger loss on the science recovery from antennas Awesome idea -
it will be up to you if you want to take high risk/high budget missions or keep a low profile keeping a low profile would be the recommended approach for new players, and should not make hiring a few more astronauts than needed an issue the recruits might not be unlimited either, not allowing you to go bankrupt by spam recruiting
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you would probably also be abble to modify the ship which is being built so if you remember you forgot to add an antenna or something, that would only add a small ammount of extra time it takes to be built of course that should be limited to small things, say a limit 6 or 12 hours postpone, so you cannot make a lander and create the lifter while the lander is already in progress
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creatures on kerbin (and maybe laithe)
tetryds replied to andrew2343's topic in KSP1 Suggestions & Development Discussion
some wildlife and giantic creatures on the kerbin ocean or land would be really fun, as long as they don't like burned metal on the breakfast -
And I've settled with the idea that this feature won't even be noticeable by new players, nor in the begin of the carreer, and that the fact your ship is not instantly built will matter more when you start building big ships for complicated missions, which already requires a knowledge from the player. It would add realism without affecting people who are new to the game more than just a Von Kerman hint at the screen, but will add a lot of immersion and planning to experienced players, like us. A new player doesn't start by building a massive rocket, and the budget, be it fixed or awarded, also limits that. This would automatically decrease the importance of the feature at the early stages of the game, as mentioned above. A new player won't bother sending a rescue ship that early in the game either, and that is the only thing that could possibly affect their gameplay this much. As for experienced players, keeping fallback ships and "ready to go" resource cluster at a space station requires planning and a kind of management this game does not offer yet, and I don't belive it can go deeper at the management aspect without this essential feature, which also adds realism.
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Wolf Industries [EM CONSTRUÇÃO]
tetryds replied to WolfyPlayer's topic in Portuguese (Português)
como faço para fazer parte dela? pretende recrutar? eu faço de tudo -
increase ISP of LV-1 and LV-1R
tetryds replied to thereaverofdarkness's topic in KSP1 Suggestions & Development Discussion
so basically the ant is of a very specific use and buffing them to explore a wider range of possibilities is not good because it would unbalance the use on its main purpose, making it overpowered interesting, i agree -
Show engine fuel consumption rate
tetryds replied to Wahgineer's topic in KSP1 Suggestions & Development Discussion
i belive that tweakables will give more information about the aspects you mentioned -
regex, stop talking like if a rocket which would take 1 day to build would make you keep looking at the monitor for one entire day, that is not what is suggested, and you know it. i completelly agree with Zakku, if you need a rescue ship you will have to deal with the time it takes to build the rocket and it might be even worth to build a small craft with supplies first, then send the rescue ship due to the time it would take to build them that is the aditional challenge and dificult added to the game one thing is realism related to smaller planets and SOI, another is build a ship in no time it could even contain a progress bar, and allow you to have 2, 3 or even more ships building at once, and even make these new slots cost for the player so you would still play the game as you do, but would have to manage which rockets are under construction and when you need them this way it would be smart to keep a rescue ship already built, and send it immediatelly when it is needed that is the management, this is not a "launch your ship and crash at will" program, its kerbal space program, a space program MANAGEMENT simulator
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good idea, that would be cool about the transfer windows, i belive an inexperienced player trying to reach Duna would have full support of Von Kerman telling him whenever its feasible or not even though it would be a better idea to start by the sandbox mode the "no deadline" rocket building wouldnt make you go bankrupt on the early parts of the game, but if you good enough to make a station and leave it long enough to run out of resources you probably already learned the basics and will already know how to deal with rocket building timelapse a tier-0 flight usually have very few parts, and would be assembled within a few hours i also have the idea of that when you get more science points and grow on the game, the engineers get more experienced, and the rocket building time decreases based on the total science value you gathered and i also belive that this will fit perfectly well when mining is added you can't just bring a bunch of steel back home and instantly turn it into a car