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Temeter

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Everything posted by Temeter

  1. More importantly, e.g. an eve challenges can easily be limited not to include ISRU. Again a case where rules are made up outside of the game to make the challenge competetive.
  2. I'm playing the game, so of course I make my own rules up, play after my own ideas, and want to have fun however it goes. That's pretty much following the core definition of most interactive media, and even more so for a open-ended game like KSP. That seperation is personal, so you can't really ask if something is cheating 'by general definition', but only if it is cheating to a person and the way he or she enjoys the game. I'm e.g. played around with infiniglides in my sandbox mode, while I kept that exploit out of my career mode. If you want to go for a very strict rule interpretation that doesn't include the human element, then no, it's not cheating, because squad implemented it as a part of their rule system. Your question is a catch 22: Either you go for rule interpretition to get a general 'sterile' idea and no personal interpretation (which doesnt really affect how people play), or you go for personal interpretation and don't get a general idea (which varies from person to person). Btw: I think the system is kinda flawed in how you can mine everywhere independent of ressource density, so I probably will still limited my mining to ressource rich areas (instead of mining in poor areas and time-accelerate for a few days). It is a bit tricky: Ways to limit this, like life support, or some kind of mod to limit the lifetime of a drill, would just add another ressource system atop of our ressource system for the sake of it. Kethane limited deposits were also kinda boring and one dimensional.
  3. Depends on how you slow down in the higher atmosphere. Those tiny chutes looked incredibly powerful, just as the airbrakes. Come in shallow and manage to lose enough speed in high atmosphere, and reentry shouldn't pose much of a problem. Targeting specific landing sites could get a bit harder, though.
  4. That's not an SP component, though, but a competetive mindset for many players. The only way to cheat yourself would be to play the game in a way that isn't fun.
  5. The new model looks like a lot of fun to me, there are insane things to be done. Being unrealistic or forgiving does not exclude complexity. I like to have a much more realistic alternative, though. Choice is still OP.
  6. Half of that isn't even a 'things ksp misses', but a 'things I want in KSP' list.
  7. Ooooooooow yeah, I see what I did there.^^' Afair maxmaps said that asteroids aren't infinite, tho.
  8. All the orange shirts have some history: JBB were the first astronauts, val is the first female one. So it's fitting to have them at the top.
  9. Oh god, planes and chase cam look so fun
  10. Harv confirmed himself that he made the smoke effects.
  11. Looks like KSP 1.0 is a lot more forgiving than FAR. Not surprised, not complaining, fits the nature vanilla KSP. I'd guess there will still be a lot of demand for a realistic aerodynamics mod. *wink*
  12. Harvs Feature is the rocket creating smoke when the engine thrust hits the ground. Looks pretty cool!
  13. 11 minutes and then 2 days to acutally play the game...............
  14. Squad might have mercy and just release it monday in the morning when nobody expects it... The server might even survive release. For a few minutes. It wouldn't really matter to us if they initially set the release one day later so they can get it out in the morning. Could be a Squad thing to do, considering they constantly improved the release timing. Then again, maybe i'm just creating false hope. Print giant red letters saying BETRAYAL?^^'
  15. A very general question. I guess solving the task of a landing on other planets and explore them?
  16. It's lifte in 50 minutes with the start of Das Valdez 1.0 stream. It's a common pattern with squad's recent updates, they are moving the media releases much closer to the release point. Also makes a lot of business sense for indies, since the marketing will be at maximum during and shortly after media release, and you want people to have a buy option for the 1.0 release during that time.
  17. http://www.twitch.tv/ksptv The stream automatically starts, so just leave it open. - - - Updated - - - OOOOOOOOOOOOOOOOOOH the Kerbal twitter just said the stream in one hour also marks the point of the media release embargo. We maid instantly get some KSP videos at the top of the hour.
  18. Wow, that's an optimistic timer. It's probably going to be in the evening in mexico, as long as squad doesn't use a different timing for release. Timezones over there are -7 to -5, so i'd go for 10PM or 12PM UTC. Experience and release of the trailers point that way.
  19. Squad talked about that. The more regular releases caused ever increasing fixing/QA times and actually slowed down the development process, so they went for bigger updates.
  20. I don't think squad would include autopilots, considering their usual stance. Tbh, I was suprised - but not disappointed - when they added 'hold node/prograde/etc' functionality to SAS. You might want to take a look at mechjeb, tho. The mod is actually nicely integrated into career, since most features require research.
  21. Yep! I didn't complete most careers until now (especially since building upgrades), and there are ~4 or so planets/moons I never landed one, as well as a whole bunch i've never put a rover on, or where i never experimented with planes for experimentation. There is lots to do, my 1.0 career will be full completionist! Not to mention the new mechanics. Never tried reentry heat, there is the new engine ISP, we don't even know the new delta-v requirements for orbit, will jets stay superstrong in the new atmosphere, the engine balancing will most likely be different, the ISP-update will add new difficulties, what about Eve, mega sonic speeds on laythe(?), how will the new chase-cam affect flight, need to see how to abuse a non-kethane ressource system, how will the new tools help plane-construction, etc... So yeah, lots of stuff to do. That update isn't just some 'add mod features to KSP' thing, but even brings some modifications to the systems mods were built on. Can't wait.
  22. It's been a while since I used airbrakes, but placing them atop the rear seemed to work best in normal flight situations (reentry/before landing). Afair it was because the nose gets pushed up a bit, which increases the drag even more and keeps the plane from diving. Symmetrical brakes can help dealing when your plane is oscillating, tho. Generally depends on how Squad is going to implement airbreaks, FAR e.g. nerfed them quite heavily at one point, mostly for realisms sake, since they could brake a plane better than wheels.
  23. Sadly, live streams cant use captions. I dont think so, dres is to fuel-consuming to reach. The outer moons of Jool should be more usefull for getting fuel.
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