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Everything posted by Tw1
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End-Game Suggestions: Post Yours!
Tw1 replied to Sirnanigans's topic in KSP1 Suggestions & Development Discussion
Agreed- I'd like to see not only this, but a situation where shuttling kerbals, and maybe other things between other planets, bases, stations, etc, becomes quite an important thing. I wouldn't be such a fan of them as money earning mining bases, (I'm not convinced of the economics at the kerbals' technology level for a start,) but instead, places to live in space. Frontier settlements, with research going on, etc. Not sure about procedurally added systems- even KSP's scaled down planets have lots of space. If they flesh them out more, there could be a lot to keep you occupied. Entirely random generated planets might not be able to be as sophisticated. Though, could be interesting. -
It makes a good hiding spot during an apocalypse.
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This, so much this. It's so annoying, especially when it's a show I like, and want to be good. Though Doctor Who is sort of it's own universe, it's close enough to ours to get things right. It could be argued that the young Moon is an attempt to be consistent with the strange timings set up with the Silurians, but it wasn't worth it. I like to think the Silurians where lying, and that there's an opportunity for another story there. Possibly what bugged me most were the fact that you could hear sound from that thing through 380 000 km of vacuum, it was designed with wings, through it would be traeling through vacuume, and they chose to use a space shuttle. Why the space shuttle? And why the dodgy landing? Whyyyyy?
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Lets give Kerbals profesions
Tw1 replied to Axder's topic in KSP1 Suggestions & Development Discussion
Agreed- only non engineering related stats are fine to alter. The others would just seem strange. Damage immersion. -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Tw1 replied to SirJulio's topic in KSP1 Mod Releases
Awesome. I look forward to seeing improvements. I seem to have achieved what I wanted, though the GUI was not as straightforward as it seemed... -
[0.25] StockScalingBugFix V2 - MM Update/fixed some mishaps
Tw1 replied to slumpie's topic in KSP1 Mod Releases
It is annoying this bug, when you have a lot of mod parts. I wish they would fix this. -
Gilly is one of those places where you can beat your spaceship to the ground, and easily live to tell the tale. Here's a bit from Oceans Of Eve....
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I can't stop seeing him as screaming.
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I believe it's a :-d face.
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[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Tw1 replied to SirJulio's topic in KSP1 Mod Releases
Anyone interested in reviving this? It has quite a permissive licence. The GUI is well designed, though words are getting lost out the side. It is also not letting me use the same action group for multiple things- I attempt to set one pair of engines to custom02, but it removes them when I attempt to add the next pair. -
So strangely cute............
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It is, the photo is re-used from a critique of that one I did for the maker of the mod. Putting things I learnt at uni to good use...
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Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
Tw1 replied to Brotoro's topic in KSP1 Mission Reports
Story of the headless rider? I think I know that one..... Lots of driving. Testing Jool system equipment of my own right now, your numbers will be useful estimating my own requirements. -
Grass is awesome. Looking at nature has psychological benefits, I wrote an essay on that recently. Not sure virtual nature is quite as effective. I tried to literally watch the grass grow with my pocket microscope once, but it didn't have high enough magnification. Anyway, back on topic: It looks a bit... interesting on some slopes, all line-y but I like it. Though that is a pity about the desert. I haven't been there yet this version. I wonder if the snow is also effected? Interesting. Is this stock? I've been having similar issues with Kerbinside, but assumed that was because colliders have been simplired in the mod to save processing power or something.
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[Updated September 27th] A Planet Divided: The Story of the Kold War
Tw1 replied to NQMT's topic in KSP Fan Works
Another great chapter. Their choice of reading material is interesting. Perhaps the Wernher hypothesis had more following than first thought... -
I solved my Laythe lander's heat sheild problems. It kept wanting to point the wrong way, I decided to go with the flow. Landing accurately still needs work. I made a crazy plane, where the wings flex as you turn. It's ridiculously maneuverable. This is with NEAR. As I've jbeen playing ExtraSolar -which is awesome btw-, I decided to build an SR-K Rover. It rolls around Kerbin now, looking for photobionts. My kerbals are now considering their plans, should their planet ever be visited from something from another solar system. Also, I solved a plot problem with my Oceans of Eve/City on the Mun story, leaving me clear to finish the chapter.
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I GLITCHED UNDER THE SPACE CENTER. Seriously.
Tw1 replied to Sun's topic in KSP1 Technical Support (PC, unmodded installs)
There's another one at one of the R&D buildings' entrances. Just enough to put a kerbal down. But I like your one better, it's like some sort of secret entrance. Also, has anyone else realised there should be kerbals inside these buildings? Who probably get killed if they blow up? -
A fair point. Making the whole thing flush with the ground would be a little excessive. A few well placed grass textured ramps would go a long way. I like to use it as measuring stick for testing the range of planes, and as another launch center for station parts.
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My new logo is 100% sustainable, being made from recycled parts. I know what I'm doing next time I play.
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New parts. Cool! I hope you revisit the old KSC expansion someday. TW1's K.L.C would like to present a critique of the current situation, and our recommendations on how it could be improved: It adds quite a lot to the old KSC, changing it from a quiet ruin, to a busy complex. It doesn't look half bad, with luminous markings guiding planes at night. But it does have some areas where it could be done better. The existing, old style VAB forms the centerpiece of the space center. It is visible from most angles. Though it gets a bit lost when seen from above. The new buildings could relate to the old VAB a little better, but do well enough, given textures are being limited to save memory. However, the connection between the VAB and the launchpad is interrupted by the road, and the associated walls. This seems a little odd- how do they get the rockets out? A revision might see that roads routed around the launchpad, or eliminated. If possible, adding some sort of crawlerway between the pad, and using areas of grass or paving to highlight the VAB and pad would be nice. At the moment, they're a little ignored. Similarly, the Tracking Station is all on its lonesome. This could also do with something to connect it to the rest of the place. A path, something to highlight it, etc. Matters are complicated by the site's undulating terrain. This does give some opportunities for interesting things, like buildings set into the wall. This is fun to climb on. However, problems. This wall is 30M tall. Kinda cool, but not very practical. IRL, earthworks would be used, the path set out differently. The other runway to the south (from another pack, I think) has a much more sensible location. Tidying this up, it would be nice to see a lot more grassy plains added. Maybe not everywhere, but most places. This would be nice to see moderating extreme changes in level, or undulating ground. And around paths too, like it is in some of the other packs. The difference in height posses an access problem- it is hard to get to the middle. Again, it would be nice to see more ramps. At the moment, there is access to the outside at points, but not to the inside, where the old VAB is.And maybe the odd extra safety rail, even without colliders. Two last things- this base is very clearly about aeroplanes. There isn't as much rocketry stuff going on. As well as that, the distinctive K shape of the valley is a little muted by the dark curvy shape of the roads. Two birds could be killed with one rock if used some rocketry-ish clutter, and fences to fill out the valley a bit more. Thus ends this report. It would be awesome to have an expanded KSC2 be different, but still as awesome as KSC1.
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What gender are the Kerbals we see in the game?
Tw1 replied to peadar1987's topic in KSP1 Discussion
Finally. Here is something PeterEdwardson cooked up, but I'm still not quite good enough to render properly.. -
Seriously? over 30 KSC biomes?
Tw1 replied to SkyRex94's topic in KSP1 Suggestions & Development Discussion
I agree, it makes it interesting. If they had this density of biomes on all planets, it would go quite some way towards making it an exploration experience. The problem is the way they've set it up, where you get points for returning collected science. Adding so many could be overwhelming, if it wasn't adjusted so you could bring back a lot. But then, that could be motivation for more complex, long term missions? If done right, it could be a natural reason for establishing bases, stations to help, etc. This could be a lot of work, but could be done more effectively if they added more situations- on a steep slope, on a gentle slope, at night etc. I think encouraging completionism is/was not the best choice for KSP. I'd like to see more interaction between science contracts and normal science- biomes could become valuable again over time, making re-visits useful. I'd also like to see little graphs, or something added to the flavour text. I agree. It's a bit of a flaw, the tech tree unlocking distracts from science for its own sake. -
Are we taking it to mean that the SPH and VAB will still be separate, but now the only differences will be one is for long craft, the other for tall? I also think offering informative readouts would be a good idea. The problem is, how far do you have to go before they are useful. You could give mass, and empty mass I also think staging could be improved. You could have advanced and basic modes- basic like there is now, and advanced would be done from a tab, and let you take things out of the staging sequence, or include things that formerly could only be done by action groups. etc.
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What gender are the Kerbals we see in the game?
Tw1 replied to peadar1987's topic in KSP1 Discussion
As a beings created to be a human analog within a video game, they have genders which loosely correspond to our own. We just have only seen the male ones so far. -
I think you've done pretty well. Though head seemed a litttle small.