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Kuldan

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Everything posted by Kuldan

  1. I started playing the day after the very first (0.7) Version was released, as I was very much longing for a game like KSP for a long time - and well, there was not much in the beginning, but being on the forum made it fun... mostly reading, and back then, the development was happening much more on the forums - Harvester was posting almost daily with insights to what he was working on, versions got released weekly or even more often... but most fun I always had was being on the forums. These days, I spend about 10x as much time in the forum reading about the state of things, mods being developed etc, than playing the game...as I have logged many hundreds of hours on the game, new versions usually don't lead to me playing anymore... but I love reading about them, teaching friends how to play, and yeah.. I presume when 1.1 hits I will be playing again, as that is a big change up... we'll see.
  2. [quote name='Xyphos']o.O I was actually being serious, this is a working fix for the unwelcome changes.[/QUOTE] Well, changing the difficulty to "nothing" is surely a "fix" - as would be "edit your persistence file for 999999999999kerbucks if you run out of money" .... it is not a fix, it is a deliberate changing of the difficulty level of the game, which in your case, takes the whole challenge out of the reentry process... PSA from me: it is not impossible to land on tylo, or do anything else... you just have to adapt your designs to the changes, they are still very possible to do, just ...well... harder? More realistic? Call it an engineering Challenge... you used to be able to land flying bricks...or even an 18 wheeler truck... or an hypetrain... or something else totally ridiculous due to broken atmospheric modeling... now you actually have to do some engineering to get it working, so get over it, and get to work - changing the difficulty to "does not exist anymore" does not fix anything.
  3. You are talking about the "new" old Demo, based on 0.18 - the poster before is referring the very first demo, which was based on .13, so just after the mun even got into the game... oh the memories.
  4. And just for the sake of completion, there is a "total conversion of sorts" that makes the game more realistic, and much, much harder: "Better than starting manned" revamps a lot of the part stats, the science system, makes deadly reentry a must, and in general makes the game much more challenging to play. (Oh, and for good measure, the guy who does it also tends to fix a lot of stock bugs for "his" version of the game as well): http://forum.kerbalspaceprogram.com/threads/61632-0-23-5-Better-Than-Starting-Manned-Career-Mode-Redefined-%28v1-533-April-9th%29 I actually never play stock career anymore, it is always BTSM for me now. Career in stock is not really a challenge, whereas BTSM is giving me headaches for nights to solve a singular engineering problem in the restraints I have - and the feeling of accomplishement is much greater as a reward.
  5. Yes, I absolutely agree - this would make the game much more fun for me (even though I joined with 0.7 and have seen these bodies in all their incarnations numerous times) - the feeling of discovery is just.. much bigger that way.
  6. He is speaking american, which means he wanted to say 67 thousand and something (AP) by 188 (PE)
  7. Hello all, just had a boring downtime today..and decided to get a blast from the past and recreate my excitement of my first flight to the mun, back in 0.12 .. and I am glad to say, that the rocket I built made it not only to the mun, but to a LANDING - on my first try (building AND flying) .. so this means I still got it I hope without all your newfangles patched conics..or mechjeb.. or landing gear or stuff like that.. I landed a rocket on its engine bell like they are supposed to!
  8. Install "Better than starting manned" in a new copy of the game..and play it (I use some small mods with it, like mechjeb for readouts (no auto piloty stuff) etc..but still) it is a whole new game experience in Career and it is - to say the least - hard. Very hard. I have played KSP with BTSM in the last month for more hours than I did for KSP-Vanilla (with other mods) for the last year combined..because BTSM gives me challenge, which I was missing from the normal game lately (as I was on a level to routinely build designs good for duna/eve landings in about 10 minutes..) ..now I actually have to think, and work hard for my success..
  9. Just to clarify, with "orbital construction" they don't mean putting stuff together in Orbit using Docking Ports - that is exactly what they are there for - they mean a mode in which you have a Space Station of sorts in Orbit, and spawn directly from VAB to Orbital (as if you built it in orbit)
  10. Well, for me it is more complicated.. the first game console EVER in my life was the Atari 2600, but I don't remember any specific games anymore.. The first computer was the Amstrad CPC6128, and here I remember "Harrier Attack", "Miami Vice", and my all time favorite on that machine: "Exolon". And my first PC came preinstalled with stuff from my uncle, and I remember two of the games: MS Flight Simulator 4.0, and "Wolfenstein 3D" (yeah, my uncle brouht me into shooters.. AND simulations I remember that machine like it was yesterday.. 14" CRT screen that was utter crap, 386DX40 (AMD Clone), 4Megs of Ram, 120 Megs of HDD .. and it was years until I had saved enough allowance to get an ISA-Soundblaster and a matching CD-Rom Drive (back in those days, the CD-Rom attached to the Soundcard.. ) but hey, Rebel Assault!.. and don't get me started on when I got my P133 mit a whopping 16 Megs of Ram and a Voodoo 1.. I was blown away by "Shadows of the Empire"..
  11. This, so much this.. (and it is very emotional in itself if you listen for the text..) And:
  12. Unfawkable, about the update cycles.. we had a lot of changes on these over the years (been here sinde the 0.7 days..) .. in the beginning, like with most indie project, you had an update like.. twice a week, bugfixes even more often..and then it gradually slowed down to like once a month, and with the addition of more people, more layers, more testing, more QA.. it gradually slowed until we reached the "now", where it is about 2.5 - 3 Months usually, but mostly leading to a relatively polished release that mostly has some quirks and bruises to it, but is perfectly playable (.21 has/had ha bad problem with scene transition lags, which will finally be fixed in .23 we hope.. but it is only annoying, not stopping you from playing).. Also, on a historic note, back in the day (before ~.14), there used to be experimentals open to the public for bugtracking, but that has long been abandoned as the community grew and the spam-to-useful-data ratio became way too high.. since then, testing of the individual releases is closed, unfortunately for people like me who love reading about all the bug squashing.. oh well. Anyway, please overthink your stance on mods a bit.. introduced around .14, we have the plugin system, so even if you don't add any parts, or "autopilot"like tools like mechjeb, you will find that toola like protractor (launch window calculations for the planets), or simple fancy mods like chatterer (adds some audio variety while flying), clouds and city lights (adds planetary cloud layers and city lights on the night side of kerbin), the mod that lets you paint parts, FAR (which includes an overhaul to the aerodynamic model which makes the game better), deadly reentry (reentry heat damage, currently not in the main game), or remotetech (satellite communication networks, including relativistic signal delay) etc can massively enrich your gameplay without making it easier, most even make it harder.. (and this is only a small fraction of the many quality mods out there..) go look around, you will be surprised what this community has achieved in the last 2 years!
  13. I would actually settle for parachutes that have a collider mesh first so they don't clip into each other anymore..
  14. Hi guys, just a quick suggestion.. I noticed the quicker scene changes, much welcome..but still, while doing so, the music stutters (alot) which just gives it a meh "feeling" - could you put the music in it's own independent thread to stop that (as it doesn't have to be threadsafe I think..)
  15. I guess this boils down to "the olden times ", which is anything .14 and earlier - Harv was posting dev blogs (with actual code snippets etc) almost every day (at least it felt like that), we were all openly participating in experimental builds and reading the experimental forums - while I see why THAT isn't happening anymore, based on the lack of quality in a lot of the threads that were created back then - I really miss reading those threads. I actually spent more time reading bug report threads on the forums for the experimentals than I was actually playing the game..it was much more interesting for me to follow this .. and yes, compared to that kind of "openness", the weekly KSP update newsletters, and "grepping stuff out of random bits mentioned in live streams" is kinda bad. Also, as for people shouting "this is no longer alpha, it is beta".. have you actually understood what the words mean? An Alpha is a product in the making, which is constantly updated and added featurewise - a beta is mostly featurecomplete and in the process of being optimized, bug-squashed, etc. If you look at this, KSP is FAR from Beta - they just created a multi-tiered process with beta-versions of new alpha-builds (the build itself is feature-complete and is now in the progress of being bug-squashed).
  16. Yeah, or - as much as I remember - it's actually 4 small draco thrusters that are used for micro-correction burns to keep the craft stable
  17. My chute blew up as well, the only part on the lander I was reentering..and the ship didn't even have a heat shield. Still the only thing to blow was the chute at the TOP OF THE ROCKET, farthest away from "where the action happened"
  18. I'm stunned.. is the Chutes having a solid mesh a mod or an addition in .20? If a mod, I WANT it
  19. Well, to be fair, they had a big Performance Optimization Update.. we called it 0.13. (Yeah really, most of you are not here long enough to know, but load times used to be much higher before .13 .. that was before there was the .mu model for Parts and as much as I remember even before PQS Terrain.. ) .13 sped up the Game so much that it cut load times on my rig to 1/3 of what they used to be.
  20. I'm actually wondering that they haven't gotten R4mon on the team yet (of Mechjeb fame..)
  21. Well it's a shame you haven't had time to read Clarke yet..that man is one of the most intelligent people I had ever the honor to personally meet.. Yeah, his later books are so-so, but still a good read.. and he also did a lot for the science community, for example: http://lakdiva.org/clarke/1945ww/
  22. Well, Mods fill gaps that are meant to be closed by the devs sooner or later.. for example Clairas superb addon parts pack that will (partly) become stock sometime has an Engine in the middle between an LVT30/45 and the Mainsail, which makes it very good for 2nd Stages..
  23. Just as a baseline .. its old, and cool, and we had it in here before, but it rocks
  24. Yeah, I remember a time (back on the old Forum Software) when there were almost daily development updates, even with code samples etc from Harv.. it was way smaller back then, and since we were all doing experimentals back then you would have much more insight in the development itself, how they tackled problems.. (I remember very fondly how they solved the rotating the universe around the ship/planet thingy to overcome engine limitations) .. so since we now "only" have dev blogs every few days or sometimes weeks, and the streams are quite spotty, I can understand that old-timers that started in the summer of 2011 like me are missing the "good old times".. but this is just common as a project and a company grows, sadly. Still Squad is doing better CM than most, so yeah.
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