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KSP2 Release Notes
Everything posted by Tw1
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After a particularly large failed launch, a clean up team is dispatched in the amphibious planet explorer to inspect the damage. Splotches of fuel everywhere.
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It's not possible to revert the wiki to a previous state?
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Sadly, as often seems to happen, dealing with the life gets in the way of my fanworks plans. So consider it comatose, but still showing some signs of life. I've still got scripts and drawings in progress, so another part some day is not out of the question. It's just a case of waiting for alignments of time, will, and energy.
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- origins
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They aren't too bad where they appear to be containing the other parts of the engine. (Aside from the nozzle.) I do like the way they make the visual connection from tank to engine, but when you offset or cluster, they don't look so good.
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What's the "stupidest" fun you've had in KSP?
Tw1 replied to KerbonautInTraining's topic in KSP1 Discussion
This sounds familiar. At least then, you can build up an archive of reaction images. It's trickier when they need to be walking around, and you need to be careful that you don't destroy something that's not supposed to be being destroyed in the shot. I like to set up SRBs to collide with something nearby. -
What IS cheating? - The Thread to define the age old question!
Tw1 replied to Overland's topic in KSP1 Discussion
True, but one cannot cheat this game. If you decide to earn X number of points in career on hard mode, or to build a stock SSTO capable of a return flight to Duna, and you disobey the rules you've established, (by using infinite fuel, or cheating in more points), you're only cheating yourself of that sense of achievement.- 85 replies
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What IS cheating? - The Thread to define the age old question!
Tw1 replied to Overland's topic in KSP1 Discussion
Cheating in this game would only be doing something and lying about how you did it.- 85 replies
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Sure it would. Not that much more reason was needed to land people on the Moon anyway. Just like in KSP, you'd need less delta V for landings, but more for getting there in the first place. Landers would be lighter, but you'd need to bring more life support.
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You could almost be on to something there....
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Curse Client/Steam Workshop?
Tw1 replied to Arpoky's topic in KSP1 Suggestions & Development Discussion
Exactly. It's so easy. Why muck about with anything else? IMHO, you need a certain basic computer skill, so when something screws up, you can troubleshoot. -
Bill v Bill. Gravity flaws. An interactive story. {Latest: Part 4}
Tw1 replied to Tw1's topic in KSP Fan Works
7 for truth, 4 for lie. Looks like I'm locking in truth.- 79 replies
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You can timewarp with a Ladderforce ship if you set things up right. My designs tend to include a chair, but there's also the @Andrew Hansen method of just warping carefully, and trying to not have your Kerbal drift away. It is still possible but reentry survival takes some careful speed management. I tested it not so long ago. BTW, I landed and took off from Eve, but my trip there was by conventional rocket. I did do a trip to Jool that way though, but never published photos.
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Idk, it's possible to work out the year from the "movement" of the stars and constellations. Some smart Kerbal might have picked up on that.
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I got a new pair of binoculars to replace the one's had been broken. (Annoyingly, the cost to repair was more than buying a new pair, and I really liked those ones. They were an 18th birthday present.) The new ones are a bit more fancy, with waterproofing. I also got an external drive, which should be good - I've got a bunch of things I need to back up. Also, a crafty thing with pens that draw in plastic, which later solidifies so you can make 3d things, plus various books and chocolates. That's very cool. I got an electric shaver for Christmas once. But it's a good one, and was worth being a Christmas present. Though now, unless I haven't shaved for a few days, I prefer a razor. Looks like a good set.
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Being from a land down under, I had no need to do that.
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That doesn't mean that the have no religious, or other historic reasons to celebrate something. In previous years, mine have done lots of things, such as set up Christmas lights on the VAB, build Christmas trees, and make a traditional nativity scene. I made this last year, a Kerbal version of a song, depicting a Kerbal versions of an Australian style Christmas.
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Not bad. Looks like they'll have to wait for the next bus. Such an outcome is hardly uncommon for Kerbals.
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This is nice! But how do they eat with their helmets on? Merry Christmas!
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Why, by making excellent puns of course! Then they can swim in the ocean, play some high gravity cricket, sing carols through the radio, (broadcast them over the speakers of they have any.) Also, build a sandman from the (probably) tar like residues found in the ground. They can cook a turkey just by sticking it out the window. Just remember to seal it in something to prevent exposure to the toxic atmosphere.
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I only use the finest biofuel and bio oxidiser in my rockets. And when exploring planets, electric technology, or something which releases minimum waste is preferred. Recently we've started a carbon offset plantation on the mun. The Mun is ideal, because land on Kerbin is expensive. Soild logic. Seriously though, I try to make sure stages always burn up in Kerbin's atmo, but tend to leave a few bits lying around at landing sites. Also, I practice safe nuclear technology.
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If an important reason for having this mechanic is preventing 'cheating' by making sure you can't get thrust from an engine which shouldn't be able to provide it as the cargo bay/fairing wall would be in the way, wouldn't a more logical solution be to improve the system that detects if thrust is blocked?
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Bill v Bill. Gravity flaws. An interactive story. {Latest: Part 4}
Tw1 replied to Tw1's topic in KSP Fan Works
Haven't had time to put together the next bit yet, and it's already I'm going away for the next few weeks, so I'll see you then.- 79 replies
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Victory conditions for career?
Tw1 replied to Pawelk198604's topic in KSP1 Suggestions & Development Discussion
Any 'I won' condition would cheapen what should be an open ended game, IMHO. Adding a few "stage complete" things might be ok, like "initial reconnaissance of solar system complete" once you've visited every planet, or "reconnaissance of <body> complete" when you've visited every biome on that body, but exploration doesn't have an end, so really, neither should the game. I've never really go the push to add milestone-style goals to this game. You're given parts to make rovers, stations, any thing you can imagine. You've got a solar system up there. Goals should be obvious. Better for them to work on the functionality of the things you make, and give us more to do during missions, adding things like better science and exploration gameplay. -
This backwardness is what's put me off career too. It's functional as a way to earn points from doing space things, but not a great way to make it feel like you're running a space program, and that's what I wanted from career. I think this is why career isn't working for many people. It's sort of answers some basic needs, (it tests your ability to build and fly missions on a budget, it requires you to have some idea of what's feasible and what not,) But the way it does it, it feels more like your a launch provider, a contractor like Space X, than a full space program like NASA or Esa. The systems in place let you earn money and progress, but coming up with plans of your own takes a back-seat to fulfilling the plans of others. Another problem is the lack of time based mechanics. If we had to contend with costs over time- playing crew wages, deal with life support, etc, then we could have gains per time- from Kerbals doing research, monthly grants etc. Then timewarp becomes an issue of cost/benifit balance. Similarly, there's too much focus on things that are over and done with before long. A better career mode would not make ticking of the parts list, list of building upgrades, list of biomes, but instead focus on getting the player to develop more advanced parts of their space program. Bases, stations, continual monitoring and exploration of the solar system could all be ways to earn the benefits in the aforesaid cost benefit balance. My ideal form of career would put the player back in control. Instead of doing things because contracts ask you, you'll be given reasons of your own. For example, if budget was partially based on rep and your rate of science collection, (and maybe a few other factors like what millstones you'd already achieved so far, with the budget for that time period based on what you've achieved in that time period, so you don't earn if nothing's happened.) you could look at the chats (data you've already collected,) and identify a good spot for a research base. Similarly, there couldn't be criteria which makes an area attractive for tourists, so if you land a base there, it's more likely to attract interest from paying guests. They key difference is where in contracts, the details are worked out for you, here, you work them out yourself. Many parts of the system are almost there. Contracts already provide away of judging space activity, but it falls short by taking control away from the player, and not providing away for them to come up with their own goals, and get rewards from the. Contextual contracts almost gets it, but there are a few subtitle, but key differences that ruin it as it is. (I'd also like science that's more like actually doing something, rather than a click to collect, but that's a rant for another time.)
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I have a fair few.