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Everything posted by GluttonyReaper
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Well, I'm not expert on these things, but I don't think you can just stop buying things like food and water when they get too expensive. And I think another thing that seems relevant is what are in reality luxuries being made into necessity by society. Particularly, where I live, things like internet and a form of motorized transport are assumed to be had by everyone by schools and workplaces - as such, they are effectively necessities in a modern landscape for the majority of people in my area. As such, internet companies and petrol companies are quite at liberty to increase prices beyond reasonable levels, because they know people don't really have a choice but to buy anyway. Another point to make is that it's easy for an intelligent few to exploit the wider community - but it's much harder to coordinate thousands or millions of people to fight back against it. It's all well and good to say that not buying overpriced things will make them drop in price, but one or even a hundred people doing that means nothing in most cases. Getting a significant portion of a consumer base to do this is difficult, to say the least.
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What top 10 (or less) mods couldn't you do without?
GluttonyReaper replied to Mulbin's topic in KSP1 Mods Discussions
SpaceY Modular Rocket Systems Kerbal Engineer Redux RLA Stockalike Tantares I like using mods that don't overlap with the stock parts (i.e. no having 10 different 1.25 tanks which are all basically the same), but instead just add to my options. -
So I just accepted this contract...
GluttonyReaper replied to Deustodo's topic in KSP1 Gameplay Questions and Tutorials
I would recommend using a gravity slingshot of Jool, it should save you some dV. -
A bunch of random ideas for KSP
GluttonyReaper replied to DundraL's topic in KSP1 Suggestions & Development Discussion
Number 8: http://forum.kerbalspaceprogram.com/threads/94648-1-0-2-Burger-Mod!-0-3-%282015-04-28%29 -
To be honest, I quite like how some things like this aren't explicitly mentioned (or even particularly implicitly). Especially with KSK's additional explanations, I think it allows for the story to be told without it getting too bogged down in details like these, and it does give the sense of more interesting environment, without letting it take over the story, which at its heart is still about Kerbals launching rockets into space. That said, I do very much enjoy hearing about the intricacies about the Kerbal society.
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Fresh Install: Mod Suggestions?
GluttonyReaper replied to EdgySpork's topic in KSP1 Mods Discussions
Collision FX, adds a lot more than you'd think it does: http://forum.kerbalspaceprogram.com/threads/101496-1-0-x-Collision-FX-v3-2-%282015-05-14%29-Now-with-EVA-kerbal-sound-effects! Distant Object Enhancement, makes planets and ships visible from waaay far away, letting you see things like Jool from Kerbin orbit: https://kerbalstuff.com/mod/403/Distant%20Object%20Enhancement%20bis TextureReplacer, I would recommend getting a better skybox, makes everything soo much nicer: http://http://forum.kerbalspaceprogram.com/threads/107471-1-0-2-TextureReplacer-2-4-4-%2817-5-2015%29-updated-for-1-0-legacyFemales-option -
Val bailing out a solid-rocket-plane ... twice. There's also this, which *cough* may or may not be in-game footage:
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Make your own engine
GluttonyReaper replied to Xannari Ferrows's topic in KSP1 Suggestions & Development Discussion
ISP (Vac): 0.000000000000002 -
Areoshells?
GluttonyReaper replied to Rocketfeline's topic in KSP1 Suggestions & Development Discussion
You can also turn the fairing upside-down, which lets you use a smaller fairing base. Lets you decouple the heatshield before the fairing too, Curiosity-style. EDIT: With further testing, it turns out this doesn't work *quite* as expected - the fairing breaks off if you decouple the heatshield first. -
Automatic Contracts?
GluttonyReaper replied to Sampa's topic in KSP1 Gameplay Questions and Tutorials
Yep, this is a new feature - in early career, certain contracts (speed/altitude records, for example) are automatically accepted, but don't count towards the max contracts in mission control. It's to help get over the annoying grind of having to repetitively go back to mission control and fly several flights to achieve what can be done in just two or three flights. -
What has been your most satisfying mission in 1.0 so far?
GluttonyReaper replied to r4pt0r's topic in KSP1 Discussion
I really enjoyed doing an aerial survey contract, which is surprising considering I've never really used planes at all in the past for anything. It was fun running into the issue that I only had basic jet engines, and needing to be over 19000m ... I really wasn't expecting a jet/rocket hybrid plane to work as well and as satisfying as it did. That, and there's something immensely satisfying about getting a plane with rectangle wings and fixed landing gear up to supersonic speeds. -
Yep, you're right. Just checked, and they're a lot bigger than I remember.
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No reason they shouldn't, they're smaller than 2.5m parts, but larger than 1.25m parts IIRC.
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Patch 1.02, Spinning to space
GluttonyReaper replied to Flynotsohigh's topic in KSP1 Gameplay Questions and Tutorials
I suspect that might have something to do with the low gimballing on the engines in KSP. Most modern rockets have much larger amounts of freedom with gimballing, which lets you do things like launch rockets with a single SRB strapped to the side and still keep stable. -
Found My First Bug in 1.0
GluttonyReaper replied to Apollo13's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah, this sound like one of features shown in the 1.0 livestreams - those are contracts that are automatically accepted, and do not count towards the usual contract limits. It's to stop the previous issues where you had to the multiple suborbital flights to get all the contracts completed before going to space. -
The nice thing about time travel is that because we've never seen it happen, we don't have to make any assumptions to what might happen. A single-stream is a working idea, but having a time system like you're proposing gives a much easier to understand series of events, with a much more intuitive version of events. I'm personally quite fond of the whole "forking" idea, where you have two separate timelines formed with a common history when time-travel occurs, which lets things work in this way. Although, it's not *quite* as satisfying for some reason...
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Another great chapter! I've made of point of bookmarking this thread, so I check it literally every time I come onto the forums. I love how you've already managed to give Val some character in just this chapter alone, even though she was only introduced properly at the very end. Please never stop writing these!
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Will KSP mods ever turn Paid?
GluttonyReaper replied to Dragonchampion's topic in KSP1 Mods Discussions
I've been thinking about this a bit recently, actually... I think it's something to do with people underestimating how much time and energy needs to be spent just thinking about how to do something and solve in these more ... creative pursuits (for lack of a better term). Would I be correct in this observation? -
I've always assumed it's because these kind of paradoxes tend to defy what we are built for - observing a natural chain of cause and effect. It might also have something to with the kind of brain activity it produces - I assume the brain is used to dealing with situations which have some kind of an end, so to speak, at which point it can turn off and move on to the next problem. Instead, you get caught in a loop for a little bit, which I imagine is quite stimulating for the brain, as then you have to look slightly outside the loop to get an understanding of what's actually happening. I suppose it's a kind of puzzle solving, which is quite natural to enjoy. Yeah, what I like about this kind of paradox is that it's defying, again, out interpretation of things as having clear causes. Here (if I remember correctly) the information of NASA's location, if you look at things chronologically, just kind of appears towards the beginning of the movie, so he can tell himself it later, making it seem like it has no real cause at all. The fun part is that it makes logical sense if you look at any one part of the loop - how does past Cooper know where NASA is? Because future Cooper told him, obviously.