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zarakon

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Everything posted by zarakon

  1. Building upgrades count as PENALTIES for some reason. So the 60% income combined with 200% penalties means that buildings are stupid expensive. Set the penalties slider to match the income slider IMO. Lower income already means lower margins (less profits) per launch, so even if you scale penalties down to the same amount as income, they'll still hurt more than normal.
  2. I haven't gotten very far yet, but there are already a few things that don't make sense to me: 1. Rockomax Decoupler and Adapter show up before any of the 2.5m parts that you would use them with. 2. The wings in the first aviation node are weird. I would like to see some of the more basic shapes like Delta Wing, Structural type B, Connector Type C, or Small Delta. 3. 2.5m heat shield launch escape system, and Mk16-XL parachutes available before the 2.5m command pod that it makes the most sense to use them with. 4. Simple ladder rungs should be Engineering 101. The Kerbin EVA report contracts are kind of annoying with no good way to climb back into your plane. 5. The Illuminator Mk1 should be included in Basic Science
  3. I noticed that too in career. It also told me I had no electric power generation to power my antenna, when the basic jet engine is supposed to be able to generate electric power.
  4. "Stability overlay" I think was the term used in the devnotes
  5. I seem to recall reading about some kind of design helper in the SPH that would assist in making planes that could actually fly. I don't see anything like that though. Am I blind, or did this not make it into the release? edit: I believe it was referred to as a "stability overlay" in the devnotes
  6. He used infinite fuel for the Mun landing and probably other things
  7. It's also much harder to re-use anything due to re-entry destruction, so margins on each mission are much lower than what you could get before.
  8. I'm starting out a Hard career. I've orbited the Mun, and I've unlocked just a couple of the 45-science nodes. My mission control seems to list around 4 tourism at any time. I have two big problems with these: 1. I haven't yet unlocked any reasonable way of putting more than one kerbal in a craft. All I have are the 1-man capsule and the pointy 1-man cockpit. 2. They don't pay well enough to justify their costs. The reward for doing a Minmus flyby is nowhere near the cost of the rocket that would be required. I'd like to see these pay more and maybe not unlock until I have either a multi-man capsule or at least the in-line cockpit or lander can.
  9. The big grind problem with the default "Hard" mode is something I can't believe they didn't catch and fix. Income is reduced, and that's fine. That essentially increases the costs of everything - unlocking parts, building craft, upgrading buildings, penalties, strategies, hiring, etc. But on top of that, it sets Funds Penalties to 200%. What's wrong with that? Building upgrades count as penalties for some reason! So you have less income, and on top of that building upgrades cost double, so those multiply together to essentially make it so building upgrade costs absolutely dwarf everything else. So I run my version of Hard with 30 or 40% income, and maybe 50 or 60% penalties. This means I have to pay more attention to building cost-effective rockets without creating such a ridiculous grind for building upgrades.
  10. I imagine the rendezvous is broken into several steps in order to avoid that
  11. The amount of drag from partially-deployed parachutes is pretty insane, definitely does not seem correct
  12. I'm not able to test right now Does it also solve the issue where trying to use the SAS retrograde setting with capsule+shield goes nuts and just drains all your power while not pointing the right way?
  13. She was the first one to make orbit, but then the flippy capsule thing happened on reentry, and boom
  14. It would make sense for them to release it during their work hours on Monday, not in the middle of the night, so they can be available to address any immediate problems.
  15. Ability to change the controls without quitting all the way out to the main menu? Trying to tweak joystick deadzones and sensitivity is a giant pain in the butt
  16. I never really had to overcome any walls. There were a lot of things that I didn't get on the first try, or wasn't very good at, but nothing that really frustrated me for any long period of time. My biggest obstacle is just a lack of motivation to do really large or complex missions.
  17. Dear Squad: Consider this your to-do list for V1.1
  18. Life support seems very unlikely, since that would require a lot of gameplay balance testing My guesses/hopes: - Clouds - First-person EVA and command seat view - EVA-deployable struts
  19. Putting someone down by positing that they are a child? What are you, 10 years old? You implied that his effort was not a "proper" rocket, even though it didn't break or even (IMO) bend any of the rules, and it came off more as dismissive and belittling than humorous. I would have been offended too if I was in his position, as he clearly put in a good amount of work to build and fly that mission.
  20. It's a pain, but not a major problem as long as I don't have way too much rotation force. The part of career mode when the stayputnik is the only probe I have unlocked is really annoying. Even the smallest reaction wheel is waaaay too strong for tiny craft, so it becomes really hard to control. Airplanes depend largely on how well-balanced they're built, but I use a gamepad with analog sticks so I can manage to handle just about anything that isn't outright unstable. I actually don't really like the current version of SAS for planes - I much preferred the old avionics nosecone that would dampen movements but not lock to a heading.
  21. I just try to build my landers more wide than tall so that they remain stable on slopes
  22. Any word on whether they'll be adding clouds or other visual enhancements?
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