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Everything posted by Stargate525
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How much work of squad is showed in updates
Stargate525 replied to kiwiak's topic in KSP1 Discussion
Counterpoint: EA. Full stop. Just because it makes money does not mean it's good, nor does it mean what you're doing is right. -
I... THINK... HOPE... you meant M/S. I don't think I've ever gotten anything up to 20kps outside of moho's orbit. More on-topic, I agree. Next time, I'd suggest you just jetpack down to the asteroid. (cuz that's what it is, really) Oh my gosh... That's hilarious.
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How much work of squad is showed in updates
Stargate525 replied to kiwiak's topic in KSP1 Discussion
So basically you're telling us to trust the devs (who, as far as I know, don't have a single previous game between them), but to be willing to accept that everything they've said could be completely hollow BS? How is that a way to run a company? How is that a way to run PR? We do a major service for the devs in that we provide word of mouth advertising. That spreads like wildfire among the internet. If they continue to back off and cancel these 'not-promises,' they will run into a sticky situation when no one believes what they put out about anything. I don't think you can sell games like that. Especially alphas, especially from a new company. -
How much work of squad is showed in updates
Stargate525 replied to kiwiak's topic in KSP1 Discussion
sheesh... remind me never to hire you. People do actually hit deadlines. My uncle has run a thriving engineering business and has yet to deliver late or above budget. Its definitely possible. -
Lose Condition For Career Mode
Stargate525 replied to The Jedi Master's topic in KSP1 Suggestions & Development Discussion
You know what? I don't care about what's fun for a newbie. I care about what's fun for me and experienced players. Because newbies will eventually become experienced players, and I would rather see some players get hundreds of hours of satisfaction after conquering a learning curve than everyone only playing five, and putting it away after the novelty of blowing stuff up and 'winning' career mode wears off. There is no sense of accomplishment if failure isn't an option. Right now career feels shallow. I posit that the lack of a real failure position is a big part of that. -
How much work of squad is showed in updates
Stargate525 replied to kiwiak's topic in KSP1 Discussion
And I can name several projects that were met ahead of schedule and on or below budget. They've invited us into the kitchen after taking the bill for our pasta; they cannot rightfully expect someone to shut it when they think that they're barely making progress on something that doesn't even really resemble pasta. -
Landing legs with bigger feet for Eve.
Stargate525 replied to Galane's topic in KSP1 Suggestions & Development Discussion
It's not a factor of surface-area to weight. It's a glitch in the planet's collision mesh. Nearly every planet has it to some degree. There are times I've landed at duna only to have my probe sink up to its solar panels in red. -
It's an alpha game. By DEFINITION, nothing is good enough.
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...Wow. Flamebait much? In before the lock. Let me just rebutt with there being a difference between 'entitled prat' and 'wondering what the dickens is going on in their heads.'
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Lose Condition For Career Mode
Stargate525 replied to The Jedi Master's topic in KSP1 Suggestions & Development Discussion
Real world, no. Videogames, yes. Any strategy game has such lose points. Most of the tycoon games as well. As it currently stands with most of these suggestions I would have to mod the game even to lose and revert a save. What about multi-part missions? What if I want to hop back before I begin my Jool mothership? Can't do that right now. With funding, without a save state system, the only way to prevent long unwinnables is to make the career mode a boring toy. Or, give saves longer back than right before your last launch, and then there's no reason to NOT have a losing condition. -
Lose Condition For Career Mode
Stargate525 replied to The Jedi Master's topic in KSP1 Suggestions & Development Discussion
Okay. So is the game 'launch your own rocketship' or 'run your own space program?' If its the former, we don't need science or vehicle persistence or docking or any host of other things. Launching a rocket isn't a game of checkers, it's a hand of poker or a play of football. A subset of the larger game. We can already lose matches by blowing up our ships. Let us lose the GAME. -
Lose Condition For Career Mode
Stargate525 replied to The Jedi Master's topic in KSP1 Suggestions & Development Discussion
Every game from checkers onwards, and every version of solitare, has a lose scenario. In fact, it's only fairly recently that the idea of a no-lose game has risen its head. There is nothing wrong with losing. I just don't see the point of money if you can't run out of it, of reputation if you can't lose it, or making it to the mun if there is no penalty for failing. Hell, even your first three kerbals are currently immortal. Unless you launch multiple missions, there isn't even death in this game! -
That's funny. If you go back into the archives of multiplayer request threads, they've all been locked with the explanation of "Squad has said they aren't going to be putting it in, no point asking." I'm on the fence. Squad hasn't done anything wrong with the game yet. What they've said (and not said, and apparently never said) is becoming more and more troubling.
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Lose Condition For Career Mode
Stargate525 replied to The Jedi Master's topic in KSP1 Suggestions & Development Discussion
Lies and slander. A game you can't lose isn't a game; it's a toy. That's what you have the sandbox for. That said, I'd really love to see save states, able to save a career in multiple slots. -
Parachuting back to Kerbin
Stargate525 replied to ilackoriginality's topic in KSP1 Gameplay Questions and Tutorials
Since we've got tweakables now, you could right click on one of the parachutes and bring the opening altitude up by fifty. Staggering the deployment should reduce that vessel-killing jerk. -
Once you reach your AN/DN (unless you've got a mod, you'd got to eyeball it anywhere but Kerbin), turn north/south: south if you're going down, and north if you're going up. Keep your indicator on the navball's horizon, and slide along it until the prograde and retrograde markers flash back and forth on the far extremes of the navball. If you burn at this point, your orbital velocity shouldn't change. You'll have to keep nudging along the horizon to keep yourself pointed properly, and you'll be polar once you're pointing either 90 or 270. Hope that made sense!
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Moho for me. The thing just doesn't... feel right. Like I'm not supposed to be there.
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How would you improve the Shuttle design?
Stargate525 replied to Epic DaVinci's topic in Science & Spaceflight
"Heavier-than-air flying machines are impossible." -Lord Kelvin, 1895 "There is not the slightest indication that nuclear energy will ever be obtainable. It would mean the atom would have to be shattered at will." -Albert Einstein, 1932 "Transmission of documents via telephone wires is possible in principle, but the apparatus required is so expensive that it will never become a practical proposition." -Dennis Gabor I'm fairly wary of people saying that we 'can't' do something, especially when it has the potential to make someone fabulously rich. then you're an old fart. I'd only be 101, an age easily doable with medical advancements coming down the pipe (or I'll be very, very put out). And given the rate of nanotechnological advancements, I have no doubt we will be able to build a nanotube of the sufficient length to get a space elevator. -
I'm an unemployed english teacher living gmt -6. pm me?
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How would you improve the Shuttle design?
Stargate525 replied to Epic DaVinci's topic in Science & Spaceflight
That's pretty bold, considering that my grandfather lived to see air travel go from propeller-driven aircraft that could barely make the atlantic to jet engines which can manage half the globe, from single-line telephones to on-demand streaming, and from best-guess medicine to the pacemaker that kept him alive the last three years of his life. I am cautiously optimistic about a space elevator before 2090, and don't see any reason we couldn't build a person-sized LHC for a base launch. -
To get that second degree of motion. For example, if that panel is perpendicular to the sun, it has a very bad cross-section. Seconded for the OCD in me. If nothing else, I'd love to see the docking ports gain this functionality.
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That... is really impressive! Good job! I remember doing something similar by building a giant net of ladders around the rescue ship, but getting him right on the hatch takes real skill. Welcome aboard.
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Here's one for you guys. This is a race, a race to Jool. More specifically, it's moons. Begin a new save, and shoot for the big green guy. First one to plant a flag on all five moons wins! The premise is simple and readily doable (ergo, I won't immediately be posting an attempt of my own). The Rules: -Start a NEW SAVE. Time is based on the how far from Year 0, day 0 you are. So, it's really in your best interests to do that anyway. There are two leaderboards: one for sandbox and one for career. If you choose the latter... good luck. -No autopilots of any sort (mechjeb, etc.). -No mods which add or alter propulsion sources or fuel. This includes Kethane, near future propulsion pack, and interstellar. -Any mods which add information (Kerbal Engineer, protractor), as well as utility mods not directly related to thrust (KAS, fairings, etc.) are fair game. Please list any mods used! -No debugs/console/cheats, and no obviously cheaty mods (making every part weigh .05, for example). -Kerbals need not be returned, and this need not be done in one mission. -In order to be scored, provide at least 1 screenshot of your tracking station, listing all of your flags. You must have one at each Joolian moon visible in the list. More pics are always better! If you've done career mode, please also provide a screenshot of your tech screen at the time of the last flag being planted. The Scoring: Everyone begins with 1000 points. A point is deducted for every day past 0,0 your last flag is planted. Real simple. Bonus points! You need to provide sufficient screenshot proof to convince me in order to get these. Use the same kerbal to plant all five flags: +50 points No docking: +60 points Plant all flags from one launch: +100 points Bring the entire crew home: +200 points No NERVAs: +250 points Leaderboard (Sandbox): 1- 2- 3- 4- 5- 6- 7- 8- 9- 10- Leaderboard (Career): 1- 2- 3- 4- 5- 6- 7- 8- 9- 10-
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Wheel Slip, Grip, and Suspension
Stargate525 replied to Stargate525's topic in KSP1 Suggestions & Development Discussion
Ironically, I don't want to stiffen suspension, I want to let it almost all out. I can recover from a lean of the suspension slumping on one side when I turn. What I can't recover from is the stiff suspension sending me into a weak rendition of Dukes of Hazzard every time it hits a bit of a bump. My rovers usually sport 6 or eight wheels anyway. Load limit is not an issue.