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LameLefty

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Everything posted by LameLefty

  1. I don't have to be at work until 9:00 am tomorrow, and I'm at UTC - 5 (US Central Daylight Time). I'm good for 4.5 more hours.
  2. I see you guys haven't been following this thread for the past 15 minutes when we noticed it first ... #HypeFail
  3. Exactly. We can't Opt-In to betas yet in the Steam client (I can't, anyway). But it's the first activity since the Devs removed the old 1.1 stuff last night.
  4. What a great idea for a thread! Here's my first, from KSP 0.19 on March 3, 2013, about a week after I bought the game and first figured out how to take screenshots. This was also about 30 seconds before I realized different sized docking clamps don't work together. But hey, first rendezvous!
  5. Ah, thanks. I thought that's how it works. I remember having to actually opt back out after 1.1 was released so that the Steam would grab the intermediate hot-fix builds over the next couple days after the supposed "release," since the last official "beta" was earlier than the post 1.1 hot fixes.
  6. Someone remind me how to opt-in to the Betas on Steam, please. I did this for the 1.1 releases but I don't recall now. Do we need a code? There's no Opt In option on the Betas tab.
  7. You clearly don't know what you're talking about. There are mods on Bethesda.net and playable on the XBox One that add a lore more than "scripts and data" to the game.
  8. Same. I remember I had downloaded an earlier demo version maybe a year before and wasn't captivated. But when it arrived on Steam with 0.19.1 and was on sale to celebrate the occasion, I decided to give it a try for real. Almost 40 months later and I have to now force myself to step away for a couple months at a time periodically ...
  9. The devs have shifted course many times over the life of KSP, even with things they've announced publically. But the fact remains that Bethesda has shown that community developed mods CAN be implemented well on a console version of a very complicated and demanding modern physics-based game. So "memory concerns and performance issues" is just a long-winded way of saying "don't want to do it."
  10. Hasn't stopped Bethesda from supporting Fallout 4 mods on console. Their system works fantastically on the 'Bone. Guess PS4 folks wouldn't know that yet through ...
  11. Dry tanks or not, the vehicle still needs to be aerodynamically stable during entry and clearly your craft is not. It needs bigger wings and (probably) more lateral control as well via a larger tail. Look at photos of real high speed aircraft and design accordingly.
  12. That's not the point, I don't think. It used to work, was broken during the 1.1 transition, but has now been fixed again (either with 1.1.1 or 1.1.2, don't remember which.
  13. This. A thousand times, this. 250 m/s is a hell of a high "take off" speed. At sea level that's about Mach 0.7 or so. You need more lift, plain and simple. That's why your craft is stalling and spinning out of control in the high, thin upper atmosphere.
  14. I've had a Buzz before, and a Neil. Zelda would make me laugh but if they really want to impress guys of my generation, they'd have a Yorgle, who would chase other kerbals around and kill them in the catacombs ... (Props to anyone who gets the reference without Google).
  15. Hey, I got my first VCS in 1980! Right now I have a Light Sixer, two 4-Switch Woodies, a Vader and a 7800, plus about 95 cartridges and a Harmony SD cart. I also have 11 Atari 8-bit computers. I know very well what I say. Oh, and I used text editors on VMS back in college in the 80's. They all sucked then. They still stuck now.
  16. I play KSP in a Unix-based operating system but I hate Emacs, vim, AND vi. Also, ET was fun ...
  17. I know it's the beer of choice for hipsters around here, but really, I expected more of Squad.
  18. Are you sure you're not using drogue parachutes here rather than Mk16 Radial chutes? Drogues won't slow you down nearly as much as a full-sized chute.
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