boomerdog2000
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KSP2 Release Notes
Everything posted by boomerdog2000
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Discount Flags as 'Active Flight'
boomerdog2000 replied to OrtwinS's topic in KSP1 Suggestions & Development Discussion
I get it! Side-note can we at least view the flag plaque whilst flying said flag? Unless it's a colony I'm probably not going to land in the same place twice. -
time warp isn't cheating
boomerdog2000 replied to Buback's topic in KSP1 Suggestions & Development Discussion
I guess the problem they're trying to fix is making permanent space stations more relevant in regards to science, which doesn't easily fit with the current one time science experiments, the argue for having a budget to manage will depend on how they implement the budget. -
Rewriting the "on Rails" code?
boomerdog2000 replied to Sathurn's topic in KSP1 Suggestions & Development Discussion
Then the entire game would become laggy all the time. Having the events trigger recalculation would still run into the problem of calculating the physics of multiple crafts at once. -
time warp isn't cheating
boomerdog2000 replied to Buback's topic in KSP1 Suggestions & Development Discussion
I would assume, given the nature of the game, that the way to play it is the way you have fun playing it. If you enjoy hyper-editing massive ships into Jool orbit for some roleplay thing more power to you. If you enjoy playing the game with the developer given limitations that's fine too. -
Triggering (skippable) cutscenes at certain tech-node purchases makes sense. It could be a way to assist the player in figuring out what certain parts do, of course in their usual kerbal way.
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Rewriting the "on Rails" code?
boomerdog2000 replied to Sathurn's topic in KSP1 Suggestions & Development Discussion
Pretty sure this would lead to a lag spike every(whatever interval you go with) since at that moment the game would have to simulate the physics of every part of every ship in your save file. -
To be fair that looks like a large amount of weight in fuel and engines.
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I haven't had a problem. Landed a probe on Eve, manned landers on Duna, Mun, Minmus, Pol, Vall, Bop and Gilly. Unless you're going overboard with your designs or are in higher gravity they work fine.
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Map not right?
boomerdog2000 replied to Lolkillalevi's topic in KSP1 Gameplay Questions and Tutorials
Escape means you are leaving its gravity well and you will no longer be orbiting it. If your planned space station is in Kerbin orbit this is bad. Have you just been burning straight up this whole time? -
0.23 should focus on performance
boomerdog2000 replied to Overlord's topic in KSP1 Suggestions & Development Discussion
With reasonable sized craft, the game runs fine. The devs cannot start catering to the massively over-complicated ships that some people can build (sorry Whackjob) until the game is done. Once the features are in place and they know where and how they can optimize, then they should optimize. The only exception to this would be if a completely game-breaking bug where revealed during one of the releases, but given their current job of testing the releases and ensuring everyone has a playable version I doubt this will happen. -
Rescue mission possible?
boomerdog2000 replied to dr_jt's topic in KSP1 Gameplay Questions and Tutorials
Unless it's an ion engine, but yes all other engines can activate without power as long as there is a kerbal in the capsule. -
Hi, brand new to this modpack, since I finished off the current tech-tree I figured I would give it a try. Been experimenting with the Vista Fusion Engine. Already know how to connect generators, reactors, radiators and what-not, but I noticed it consumes tritium and deuterium. I also saw that nuclear reactors can breed tritium but I was wondering if there was a way to manufacture deuterium?
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No docking mode after undock
boomerdog2000 replied to Victor Tadeu's topic in KSP1 Gameplay Questions and Tutorials
Docking mode has nothing to do with if the ships actually dock or not, that is all based on distance between the docking ports. That said, after you undock you have to put a certain distance between your two ports before they can dock again. This is so you actually can undock without being sucked in again by the magnetism. -
Better than asparagus staging?
boomerdog2000 replied to 700NitroXpress's topic in KSP1 Gameplay Questions and Tutorials
Eh call me a traditionalist but I'm going to keep my jet engines for planes. I'm not against others doing it, it just feels weird to me. -
0.23 should focus on performance
boomerdog2000 replied to Overlord's topic in KSP1 Suggestions & Development Discussion
For fixing the lag on Eve, have you tried the fix for the terrible ocean lag? -
Not to mention being able to repair components when we get more of that.
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Try only transmitting crew reports, and data-type science(thermometer, gravioli detector, etc.). It made it necessary for me to go to Duna to keep going, but that's mainly because I only did about 5 munar landings, and 1 minmus landing.
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I don't know about you but surface space is at a premium on many of my landers now that I cover them in science. It might be an interesting step between extendable solar panels and 1 static one, but I think it might be fairly difficult to do. Set curves generally don't seem too friendly when you have so many things that are different shapes.
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0.23 should focus on performance
boomerdog2000 replied to Overlord's topic in KSP1 Suggestions & Development Discussion
I'll agree something is up with the music, but besides that I have been seeing less lag. My Eve and Gilly landings were fine as well. -
Done with the stock tree, playing around with Interstellar now. Should have enough to unlock it once my science fleet gets back from Jool.