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Tw1

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Everything posted by Tw1

  1. This is exactly what I do. A little cheating, and I have all the funds and science I need, but I still use a career save for the occasional interesting contracts, and science record keeping. I too found career something that was interesting for a while, but then got boring compared to mucking about in space. I am hoping this is a reflection on the limited completion of the game, and not poor design. This game has potential to be great if the devs aim high. Fingers crossed that we get more features that make it feel like managing a space program, not just ticking off things for points. This game could be a complex and nuanced. Simcity, not farmville.
  2. That is a supper impresive display there in the OP. I Wonder if my Mega Wacklifter 3 could do it... but that thing lags like anything, and I have assignments and stuff....
  3. Ion engines? If you're going to exploit glitches, who needs them...
  4. I like the way KSP tech is pretty close to that Earth has, or sort of has, in the case of the nuclear engine, and op ion engine. It gives it that an idea of things that would almost be possible if we had the money, and the obsessive will the kerbals have. That said, the interstellar mod looks well done. As a Sci-Fi enthusiast, And maybe aspiring writer, it would be a waste to not give it a try, which is why I'm going to set up an RSS+interstellar install some time.
  5. My problem with career is so far, is a lot of it hasn't done much to make it feel like running a space program. Unlocking parts from a list, doing odd jobs for money, doesn't make it seem like you're running a NASA, or an ESA. I would've liked to see funding based on your program's level of success- kill ten Kerbals, you loose funding for your next launches. Landing on a body that hasn't been visited much, or returning good science measurements would lead to can increase of funding. This system would follow what you do, rather than give you a list. Maybe something contracts like could bring in funds on the side. Though maybe there's still hope. They could add more budgeting tools, mission planning systems, flesh out science to give you things to do while on a planet, adding simple life support, crew wages, and having reputation very slowly trickle away would add a time management aspect. Now, that would feel like running a space program. Personally, I think making science a currency was an odd idea. It has no point appart from the tech tree, as experiments could have been tied to reputation. I hope they've got something very clever planned for it.
  6. That's interesting, it reminds me of a similar bug that once affected the spherical tanks mod. On mobile, so can't add pics now, but there's something about it in my. Minmus base thread. It was fixed with an update to the model. I think manually changing the root would be nigh impossible due to all the things that would have to change. Perhaps you could join me in switching back to the older model- if you don't want to replace them. If you do decide to wrap this up- your call, most things end eventually- better make sure they get a nice ending.
  7. Not sure what's going on with the fuselages, I haven't noticed that myself. (Don't like that new part much though.) Perhaps you could edit the position of the fins and flaps manually? If the changes are consistent across all of them, you should be able to find an adjustment that works, then repeat it on all the planes. It seems the old and new ones determine where and how they attach differently.
  8. While I agree that the stick-some-makeup-on-it approach would be pretty rubbish, I don't think it would make sense to have a toggle. They just need to do a good job of the model. Ideally, based of the many sketches that have been floating around. I don't thing we need another reason to go per say, but stuff do do there. Simple reasons have been given- boosting science, rep, and completing contract jobs. But these are mostly over in a few clicks. Some sort of exploration mechanism, or more detailed science type stuff would be nice, but I don't see that coming in the next update. Though it would of course, be nice.
  9. Exept for the new texture for this fuselage, but this might not be from SP+. I find it a bit plain and dull.
  10. Naturally, there are a lot of features I'd like to see eventually, but in the next one, I'd like to see *New engine effects, as they were hoping to do for this update. Realistic vacuum ones would make sense to set up with this. *adding a female Kerbal mesh. As discussed, this is more than an aesthetic change, and would have been useful before they established the admin roles. *Kerbal experience. Still looking forward to it, hope they manage it for next time. I also wouldn't mind some sort of heat shield adding system, I still think having bare underside on the space plane parts looks weird.
  11. Here are some of my best photos from last night. It was cloudy most of the time, apart from this.
  12. Yes, but they aren't entirely equivalent too the old ones. http://imgur.com/a/BjBlp
  13. In my comparison of parts, the small control surface is pretty close to the Elevon 4, just thinner, and sunk into the wing more. I think that part could do with a scaling tweak.
  14. t seems to me there is a bit off an issue where some of the old parts don't have propper equivalents in the new. Some of this could be resolved with scaling tweaks. The smallest new elevon is larger than the old one, and the largest smaller than the old one. Also, fins aren't being replaced? I also will miss the old swept wing, as its slight curveyness leant it to interesting applications. I also think the old model of the Mk1 cockpit was more interesting. But apart from that, the new parts are pretty cool. While I like the idea of an old wing parts mod, Perhaps rescaling the new control surfaces would fix the main issue? Thickness probably will only be an issue for the smallest planes.And 'planes'
  15. I have to agree, videos are great, but not a priority. Other features, like female kerbals are overdue.
  16. Small accident. ....They were laughing. Did they plan this? Are my kerbals plotting against me!?!
  17. First, I decided to give the new parts a try. In a new career save. Then, I started making something I call the Laythe AquaExplr Pod. It is fun. Kerbals make good jacks when you need to change a wheel. Now I need to make a decision. I don't expect this to get to Jool until forever, but must choose now between science, and aesthetics.....
  18. Nice design with that nuke. These buildings must be tougher than thought.
  19. Isn't there an advantage to using NVIDIA with physx? Or am I mistaken? I have a Geforce gt 640, and an i7-3630QM, but I do do a bit of image editing.
  20. Top ten, that is pretty cool. Thanks for you nice words. I do think it is a good idea, rather than just listing names with no info. I do sometimes wonder if there is a correlation between rep level and number of posts- the more active you are, the more likely you are to have done something rep worthy. I know there's a couple of things I tend to give it for- inspirational craft design, informative analyses, enjoyable fan work things, or being helpful. Or, occasionally, because I think that person is awesome, and if the rep bar is supposed to mean something, they should have more. Though I would probably feel weird, getting some just randomly like that...
  21. I disagree with this point though. Maybe they shouldn't be as much for repeated biomes, but as mentioned above, it can make setting up satellites, and bases useful. I think making it useful to collect more than one data point per place isn't a bad thing.
  22. I think a solution to both the flag and science contracts would be to add a "must not be within x kilometres of the last flag" or "must be from near this location" or something like that to most of those contracts.
  23. Expected a helicopter, but it was still good. Your font makes kerbal look a bit like 'herbal', which was funny.
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