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Everything posted by zarakon
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Test a Tylo lander on Kerbin?
zarakon replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
Build a thing that will get your pod into orbit Then build a thing that will put that whole thing into orbit Then build a thing that will get that thing to Tylo Then build a thing that will get that thing into orbit -
Improved graphics on planet surfaces?
zarakon replied to Mr falcor's topic in KSP1 Suggestions & Development Discussion
Eeloo in particular could use some love. It looks neat and shiny from orbit with interesting brown line features. But once you actually get down to the surface it's not like that at all. The white shiny parts turn into greyish dirt that just look like a slightly lighter-colored Mun. The cracks in the surface turn out to be not as deep as they look, and have no real detail. The brown parts end up with the same texture as the white-ish parts, just brownish instead. For a place that takes so long to get to, it's pretty underwhelming.- 5 replies
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- improved graphics
- planet surface
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Wait... Caps Lock does something in KSP?
zarakon replied to ThatGuyWithALongUsername's topic in KSP1 Discussion
Here are a couple lesser-known ones that aren't listed on the wiki page: Alt+Mousewheel changes FOV. I don't know if there's a way to set it back to default though V in IVA mode will switch between different Kerbals' perspectives -
No. It's ridiculously rare for an in-flight failure to actually threaten the capsule, unless something happens so fast that you wouldn't be able to react and hit abort anyway.
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Does the "Penalties" difficulty slider still affect building upgrade costs?
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Why people never use docking mode.
zarakon replied to Onesmallstep's topic in KSP1 Gameplay Questions and Tutorials
I never learned how docking mode even works. Never felt like regular mode had any lack of controls -
gamepad for flying planes, currently a ps3 controller
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It would be cool for flying planes, especially with mods for combat and extra buildings/cities to look at
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You're better off without it for now
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There was a challenge a while ago: Build a rocket to put a 1-man pod into orbit Build a rocket that could put THAT rocket into orbit Build a rocket that could put THAT rocket into orbit etc I ended up taking that to recursive level 5, which resulted in a nearly 7000-ton monster with 23km/s on only chemical rockets with no asparagus or droptank stuff, just straight vertical staging I actually had a version before that with slightly more, but it was uglier
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KSP Has Spoiled My Enjoyment Of Hollywood Space Movies
zarakon replied to NeoMorph's topic in The Lounge
KSP makes Interstellar an awful experience -
Challenge..: Fake it v1.1 challenge
zarakon replied to Peder's topic in KSP1 Challenges & Mission ideas
You forgot to also make all the text unreadable -
FPS and Physics Timesteps
zarakon replied to Claw's topic in KSP1 Suggestions & Development Discussion
One of my favorite mods has always been DynamicWarp, which adds the ability to speed up the physics step rate instead of the size. That means more CPU load, but none of the accuracy problems that come with the normal physics warp. It's also nice that it's able to stack with the existing warp modes to achieve things like 16x physics warp and 800000x rails warp. Also includes the option to slow down the step rate to see things in accurate slow motion It would be nice for that to be a built-in mode -
Can you use those in Science mode? It's been a long time since I looked, but I thought that mission control and administration were locked in anything but full career mode
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I like the main idea of Science mode. It gives you a path of progression from limited simple parts up to the fancy stuff, but with less restrictions than full-on career mode. The problem is, doing science experiments is not a particularly fun part of the game for me, and probably not for a good number of other people as well. I don't like designing ships around the science parts, biome exploitation is time consuming and repetitive, and "timewarp for science" research labs are silly. My suggestion is to expand the scope of activities that can count toward unlocking parts. Bring in some elements of Career mode - instead of just experiments, make it possible gain science by World Firsts and Contracts. The simplest thing would be to just set up conversion factors to translate the Funds and Rep rewards of existing contracts into pure Science, and remove all deadlines and penalties. Balance it such that experiments are still useful, but not required. Not only would this give more options for progress, but adding those options in the form of Contracts and World Firsts would give more objectives and more sense of reward.
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I think it would be nice to have a mode similar to Science mode with a different progression system. Something where the Funds, Science, and Reputation that you would get in career mode are all combined into one "Points" resource that you'd use to unlock parts. That way essentially everything you do, from experiments to exploration to satellite contracts, would be able to count toward your progress.
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A single Swivel/Reliant -> Terrier -> Ant/Spark stack is also enough for landing probes on Ike, Duna, Gilly, and maybe even some of the Joolian moons
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Kerbal Space Program 1.1 Hype Train Thread.
zarakon replied to Whirligig Girl's topic in KSP1 Discussion
Oh, oops Thanks -
Kerbal Space Program 1.1 Hype Train Thread.
zarakon replied to Whirligig Girl's topic in KSP1 Discussion
Is there a list anywhere of all the confirmed features and changes? -
Kerbal Space Program 1.1 Hype Train Thread.
zarakon replied to Whirligig Girl's topic in KSP1 Discussion
Will 1.1 finally fix the encounter plotting bugs? I don't mean when you barely have an encounter and your craft's rotation or floating point precision makes it go back and forth. I mean when I have a 100km periapsis on a Duna encounter and it's flickering between that and a complete miss for no reason. Or when I'm bringing the periapsis in closer, and the encounter just disappears even if I'm actually going to slam straight into the planet. -
That's just your kerbals making sound effects with their mouths. They've gotten pretty good at it
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Yes, I remember having tricouplers branching off into more tricouplers, no struts to tie everything together, engine stacks waving around like some kind of crazy squid rocket monster Then I remember building silly 20-stage asparagus pancake rockets with more delta-V than god These days I like going a bit more minimalist, with rockets that look like rockets