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Everything posted by Temeter
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Should have just left the turbine in there. Could've just been modded out for stock vtols, which are a super rare case anyway, but now nobody got turbines. Found that rather disappointing. Btw, probably was no tweakable because afaik there was also no switch module for stock.
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Didn't even think about that one! Gotta love it when devs understand players: It's like Squad just gives us some super general, versatile tool, and says 'find some use for this'! It's not a docking camer, but it makes it easier. Especially on big ships this is a game changer!
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Also, apparently the aim camera option was disabled for the current version. Was locking up the game or so.
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Btw, I know that's a super early question, but do you guys think it'll be possible to add the 'interstage inside fairing' thing from stock to PF? I'm finding that functiona incredibly useful in stock, because it allows you to store stuff like AI cores, solar panels and batteries directly below the actual payload. I imagine it would be even more valuable in RO, when it gets updated. I know it's probably gonna take a month+ after release, just a thought I had. You don't need to tell him, about everything is.
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Right mouse buttom, 'aim camera' or so. Might need to activate advanced tweakables. Used it last mission. Docked my lander by locking, then centering the camera onto a part directly above the docking port. Worked brillantly!
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i have just read this on ksp wiki ...
Temeter replied to woo_reentry_is_cool_dude's topic in KSP1 Discussion
I vehemently disagree, video game developers are more likely to be professional than modders. And that's in light of the fact that digital homicide sued people for bad steam reviews. There isn't really a difference. Some modders are just goint to slap a price tag onto their mods. And Skyrim did have a huge amount of mods just made for payware. Those were actually the worst. -
crew reports cannot be directly stored
Temeter replied to Temeter's topic in KSP1 Suggestions & Development Discussion
--------------------------------------- Yeah, I think I'm just taking the container onto my next manned mission. It's so much easier just to collect stuff by clicking. Thinking about it, wouldn't it be nice if pods also had an autocollect button? Kinda pointless having a kerbla to do it. -
i have just read this on ksp wiki ...
Temeter replied to woo_reentry_is_cool_dude's topic in KSP1 Discussion
Btw, picking this here out... We can see countless inexperienced - and sometimes ignorant - developers just fail to deliver on steam, especially by greenlight. How great do you think will mods for 3rd Party software work? I won't blame anyone who makes his mods private and asks for money, that is totally fine and nobody is entitled to someone elses work for no reason. But setting up an official shop, making paid mods a big thing? That will very fast take out any fun there is in modding. Bethesda tried it out for the shortest amount of time and even that threw up countless problems, a billion questions, and no true solutions. Not to mention that for KSP almost all mods are based on cooperation, stuff like module manager sarbian ( <3 ) offers to the community is an absolute mainstay, mods constantly change ownership over the years and the realism total conversion wouldn't be possible at all if people cared too much about ownership. Heck, I'm not a modder at all, yet I've still written some configs for realism overhaul to add to the support of a 3rd party mod. Try to entangle that mess of license and ownership! I hope you can see now why some people get super concerned whenever paid mods come up. -
Something I've just noted on my duna flight. Usually it's not important, but the new antenna system made it a bit of a problem, since the MK1-2 pods antenna (DTS-M1 equivalent) can't get signals to kerbin beacuse of the planetary distance after the IP transfer. Hence I couldn't instantly transmit a crew report. All science, even eva-reports, can be stored in the pods, just not crew reports, apparently since they got their own single slot when taken (they are listed under 'review report', not 'review stored data'). So if you want to make the next report, e.g. after transitioning from high to low orbit, it will only give you the choice to override the report. You can work around the issue by eva'ing a kerbal, telling him to take all data and then store it again on the pod, which also moves the crew report to the stored data. Suggestion is of course that it's would be more comfortable to just store crew reports with all other data, eliminating the kinda pointless 'review report' button. The current system kinda feels like an oversight, something done before you could actually move data. BTW: Additional suggestion: Please add a collect all button to pods, just like they exist on the science container. No reason why pods shouldn't have it if the container does, and it saves you the work of constantly flying around with a kebal to collect science. You'd only need to reset then. EDIT: Also lol, apparently I can rate my own post. No clue how to remove that one, tho ^^'
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i have just read this on ksp wiki ...
Temeter replied to woo_reentry_is_cool_dude's topic in KSP1 Discussion
Eh, this kinda sounds like DLC-phobia. DLC isn't a bad thing, as long it's done right - in the best case, it's aking to the old, true to the name addons, just bought online (which they sadly almost never are). We bought the game one time and can't necessarily expect Squad to develope KSP for all eternity. There are great examples of DLC: 'Old World Blues' for fallout new vegas comes to mind. Yeah, it was a bit overpriced in relation to the main game, the integration into the world stupid, but it was still 14 hours of high level entertainment, including some near brillant writing. Or Bioshock 2's Minervas Den, often regarded better than the main game, and Bioshock Infinites great 'Burial at Sea' episodes. DLC is often really bad or unreasonably expensive, but a responsible dev can do good work with it. In games like Assetto Corsa, which also has a very passionate community, many players even take it as a way to support the continued development of the driving sim, as much as it's a way of getting new cars and tracks (game also reguarly releases lots of free content and notable updates). While I of course prefer the current working as well, and KSP sold very well, that development still costs money. So I would not be surprised to see DLC one day. -
Even if it's not a docking cam, the ability to lock your camera to parts should make docking much easier. Thinking about, you might make your own 'docking interface' out of parts...
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Yeah, but that's very inefficient. I think Ammonium was the most efficient propellant I could store in a normal cryo tank? Was still 1.2k ISP or so.
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The nuclear engine would be kerbal atomics, not NFT.^^ Nuclear engines are super useful in theory, but you got to find another mod to allow you frosting your fuel tanks enough to keep the Liquid Hydrogen fuel from boiling away. Otherwise they are little more than planetary departure engines.
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It did in the past, but I think most configs are long outdated. But even if it did, NFT doesn't really fit RO, and I wouldn't recommend it. IRL - and in technical documents for concepts - those engines are sometimes designed to fire for months, sometimes even years, again and again, because they are so incredibly weak. It's hardly viable in KSP at all.
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why engines with alternater has really tiny battery in it?
Temeter replied to omelaw's topic in KSP1 Discussion
Funny you're saying that now, the 1.2 beta doesn't have that batterie anymore. At least practically, the info screen shows 'electric charge = 0.0'. -
Comparing the vector to 1.25m engines is stupid. Not really a nicer way to say it. If it's more powerfull and heavier than a skipper, then it's probably not a challenger for the 909. Also, next update you can put compact Rhinos onto 1.25m stacks. Compare them to size 1 engines As for the next update, the vectors thrust will most likely be nerfed, which is what was discussed here.
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Why weren't the part upgrades included for the old parts?
Temeter replied to regex's topic in KSP1 Discussion
It's like suddenly it makes sense the early parts are kinda excrements, since they become better over the course of the tech tree! I'm hoping very much Squad follows the ideas found in the early material we got, a well as the upgrading. -
The New O-10 Puff Engines
Temeter replied to luizopiloto's topic in KSP1 Suggestions & Development Discussion
^ He doesn't know upgrades, ... ... lacks understanding of aerodynamics ... ... and is wrong. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Temeter replied to cybutek's topic in KSP1 Mod Releases
Question: I'm currently using the 1.2 beta version, so it's of course not completely done or anything, but this is an issue I had with many older versions: Regularly in VAB, the tooltip saying a parts name just gets 'stuck' to the curser, even if I move it off and it stays there until I move it over that part again. Often just happening by moving the cursor fast over a part. Seems to happen especially often in 1.2, but as said, its an older issue. Basically this (with invisible cursor for some reason (directly at tooltip)^^): The features of Kerbingeneer itself are super useful, but somhow that little box constantly getting stuck is really unnerving to me ^^' It disapeers when I disable the VAB feauters (those transparent black boxes). -
Why weren't the part upgrades included for the old parts?
Temeter replied to regex's topic in KSP1 Discussion
Dat Mainsail, tho.