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JonoRig

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Everything posted by JonoRig

  1. The problem is, you can only release the game once, and if there are any major issues missed by the QA team, no matter how small they may be, could hurt KSP's reputation, not to mention many other issues raised, I do not agree with them all, but they are valid concerns to at least discuss. I trust squad, but I just wonder if they have completely thought this through, or got caught up in the excitement, or otherwise being suggested to speed up release. Do you want them to be known as the Indie version of Bethesda if Aero severely breaks something that they miss? Unlikely, but not impossible
  2. I was thinking this when I saw the recent edu release thread, it would be a shame to not get it in stock, but doing so would defeat the purpose of having edu seperatly I guess, and when I looked, there was no option to get a personal copy, at the very least, I think they should be able to offer personal copies as a kind of discounted "dlc" because those features are really great, and in some cases, welcomed, or even needed additions, such as the flight recorder and analysis. And of course, the mission editor, make the contracts and science more contracty and sciencey for yourself ha
  3. Basically, iirc, there was an incident a while back between squad and some vocal elements in the community where squad suggested the idea of paid dlc (cant remember which dev or livestream it was) and it brought uproar as people through "free future updates" meant anything made by squad from when they paid until eternity would be free, and as there was no fine print to say otherwise, and too many irate individuals making lots of fuss, squad said anyone who bought up until then would get everything to do with KSP1 for free, and changed their T&C's so something similar wouldnt happen again
  4. Kerbals: * Kerbals now have Skills they can develop. * Kerbals now gain experience after returning from missions. * Kerbal Experience is needed to level up crew skills. * Added Scientist Skill. Scientists increase recovery value of collected data, transmission value of uploaded data and the lab boost factor (when manning a lab). * Added Engineer Skill. Engineers are able to repair broken parts like Rover Wheels and repack parachutes. * Added Pilot Skill. Pilots provide SAS features at various levels. Basic SAS is available as long as at least one pilot is aboard. * Crews in the Astronaut Complex can now be Sacked (if available) or given up for dead (if missing). SAS Overhaul: * SAS is no longer available in any vessel for free. A pilot or an operational SAS-cabable probe core are needed for SAS to be available. * Level 0 pilots and basic probes provide basic SAS functionality (kill rotation) * Higher level pilots and more advanced probes provide new Autopilot Functions. * Added new Autopilot System featuring 8 modes: - Stability Assist (Basic SAS) - Prograde/Retrograde Hold (Level 1 Required: Automatically orient and maintain attitude towards prograde or retrograde vectors. - Radial In/Out, Normal/Antinormal Hold (Level 2 Required): Automatically orient and maintain attitude towards R+, R-, N and AN vectors. - Target/Anti-Target Hold (Level 3 Required): Automatically orient and maintain attitude towards the selected target. - Maneuver Hold (Level 3 Required): Automatically orient and maintain attitude towards the first upcoming maneuver's burn vector. * AP modes respect the current reference frame on the navball (surface, orbit or target). * Overhauled the existing ModuleSAS part module so it acts as a SAS provider in any level. * Removed ModuleSAS from all parts except probe cores. * Tweaked the R&D tech tree progression for all probe cores. * Tweaked costs and descriptions for all probe cores. * Probe cores set up with progressing levels of SAS service. http://forum.kerbalspaceprogram.com/content/322-KSP-has-gone-Beta!-v0-90-0-is-Officially-Released!
  5. no; it only allows them to act like SAS crossed with mechjeb's smart ASS; scientists add science and engineers repair stuff; but no autopilots
  6. There's a mod, several actually, for the medals so I assume I am not the only one who agrees. I like the idea of individual kerbals receiving rewards/medals/comendations, and then maybe a few for the space centre (player). A progression system, even only cosmetic would also be nice for the kerbals too. Maybe something as simple as just allowing you to Nick name survivors haha
  7. I would be very upset if it's release during the course of this thread as I'm just about to head off for dinner
  8. Does anyone remember the dark days when squad was more open, one person on the team says one thing that gets misconstrued, and suddenly and very vocal minority of the community just erupts. That, plus the more casual/modular and working up to the last second ethics of small dev teams is why we don't tend to get things like release dates, or large explanations/descriptions of what they'd like to put on the game, anymore
  9. I was always under the assumption that the media group was at least in part, part of the beta group, so they can do their little promotional videos whilst looking for anything glaringly obvious that needs fixing. Also I remember the days when people use to joke that every time someone mentioned "release dates" it was pushed back a week. Just chill, enjoy .23.5; get excited for .24; wait for the inevitable complaining about how it's ruined the game, then a few days later how amazing it is, and then a week later, people asking when .25 is out
  10. I don't think he's referring to the contracts available in the game, more that it will be a system that's open for people to write their own. Aka a system that modders can create "mission packages" for. And I'm sure that even if squad hasn't left it open to allow simple edits, someone will crack it eventually, just look back to when people said planets could never be modded in, now there's more planet mods then I can keep count of, or kerb town...where there's a will there's a way
  11. Worked perfectly fine on my Surface, but haven't used it since 0.22 for ksp
  12. ok. Well there was an above better answer that didn't show up until I posted, so I'm deleting this ha
  13. Hey, i tried using the thread search, but nothing came up (well, that i understood at least) does anyone else have an issue (and know how to fix) where the ability to name and describe your ship in the vab disappears when using this mod?
  14. Then i retract my statement, i obviously missed some pages, as i thought i was up to date on this thread
  15. I remember there use to be a mod like this in 0.17, which was one of my favourite early mods, though i over used it i feel. In that you had to have a receiver already in orbit, and to use the jump drive you had to be in flight, and i think you had to be between 25,000 and 75,000 metres to the target, or something similar; along with the high electricity requirement. I would def be interested in seeing a new one for the current versions, but feel it would be better if it could only target a specific custom part, rather then any craft; as well as a min/max range, and maybe some other pre-requisites (be in orbit, or at least out of atmo?)
  16. I like the idea of maybe a part that does constant "trickle" science, you get very small science but over a long period of time, and rather then just one science report. Each time it updates it gives I a new silly paragraph to the report. This system would have an exponential growth on both time and science gained to simulate the idea of doing research on an area while on your station or base, but when u transmit said data, or stick it in a storage probe that you decouple and deorbit, you essentially start a new project, and all your exponentials are reset... Obviously this can be abused, but I saw streetlamp pro fly to Duna on start parts, and Scott Manley landed on minmus and then passed the mun, so like the tech tree it would need the money system to balance it. So before that paragraph gets any dumber, Ill just say that as your potential science gains increase, it costs more to keep it running (maybe kerbonaut wages/risk pay and supplies simulated) it. And maybe later stages of an experiment needs more kerbals on board. Or something... Just an idea that came off the top of my head
  17. well Scott Manley can max out the tree in 3 missions, and i'm sure that there's equally competent players out there, its more the "fun" foundation of career mode, so that new players can be slowly introduced to new parts, and work out the advantages and disadvantages of parts that appear similar. it prob won't be much of a challenge for you lot until the other aspects such as funding is introduced. Im just sad i dont have time to play it, as im hoping career will make me a decent player, had this game for almost a year and still cant land on the mun without something exploding...
  18. And all I took away from that is it looks like bobcat is leading the way. So that will be another project to watch (through Google translate) also this one right here is looking great so far, keep up the good work, I'm as excited about build 2 as I am update 0.22...
  19. I personally like the names of known deities in the Celtic pantheon, and those of Shinto Kami, they tend to be unique
  20. As far as I know, from my download, Justin's edition does not include the kerbin city mod, but is Just a model pack u have to add to a previously installed version of the mod
  21. Theyre all pretty bad; but here (if it works) [it didnt work :/] and now thanks to GhostChaser, it works! -snip-
  22. Looks awesome, though (if you can) maybe add a sort of trim around the edges, so its not just a box, id def like it in my city haha, especially as i have JustinS22's buildings in mine too; would like to flesh it out a bit until the official release is done
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