Jump to content

DChurchill

Members
  • Posts

    769
  • Joined

  • Last visited

Everything posted by DChurchill

  1. And in middle English. It'll be like the Canterbury Tales all up in dis place! We have a guy here at my office who constantly uses comic sans in emails, and he changes the font and background colors. Sometimes they're almost unreadable.
  2. I was thinking something with a large radius and deployable. I use that adapter for heat shields on landers and rovers, though.
  3. Not actually giving it much thought. I'll start a career mode game and go from there.
  4. Oh my aching sulfites. They maeks my hed hrt. And gouda is too soft.
  5. I think we're saying the same thing. A costs $100 I develop B, A now costs $90, B costs $100. I develop C, A now costs $80, B costs $90, C costs $100. If you're running 3 engines, wouldn't you get 3X the engineering data? And my idea of distance times time is mostly to avoid someone sitting on on the pad and firing it and not going anywhere. I think that probably should be worth something, but something in actual service should be worth more. And recovering spent equipment should be worth even more.
  6. The only answer is: it depends. MJ doesn't necessarily "mess up the game" on an update. Again, it depends on what changes. I would expect that procedural fairings would be OK, in this case. Just make another copy of the game folder and play from there, if you're that concerned about it.
  7. How about points as some combination of distance traveled * burn time? You'd have to adjust it for ISP as well, otherwise efficient engines would gain over inefficient ones.
  8. Yep. Aerobraking is your friend. Speaking of which, is there a mod for a deployable heat shield? It doesn't have to be functional, as I'm not currently running DRE. I can't remember if DRE has a big deployable shield or not.
  9. Yep. Great idea, adds another consideration to the career game. There should be some limits, though. Five blocks max or something and they can only get so cheap. Have each successive block make the previous ones cheaper, too.
  10. I'm one of those guys, but it's not so much as to specifically defend MechJeb, but to defend a person's right to play KSP in any fashion that makes them happy. The only exception to this, in my view, is any challenge where the mod in question is expressly forbidden. It's not just MJ. People need to stop telling other people how to play the game. Scott Manley uses MechJeb, too.
  11. Lazor docking cam is an absolute must, IMHO. It's too much fun to use.
  12. Duna, but I wish there was more to do there. .22 should help, I imagine.
  13. I still ended up a couple clicks away when I touched down. I just had Jeb at the time and hadn't really used the jetpack before, so I never actually got there on my first attempt. For my very first successful landing, I was just trying to get down alive on any reasonably flat spot. Trying for that arch only came much later.
  14. I'm pretty sure it was ejected from the system it formed in.
  15. I was testing a rover at KSC and drove due north. "So that's where the KSC monolith is? Huh. Imagine that." To be fair, it's pretty easy to find, if you're talking about the same one. It's only a couple degrees north from the equator. That's how I found it, too. Looking for a good landing site, and said: "What the heck is that?" Everything else I had to actively look for.
  16. Incredibly easily. Add this to the part.cfg file right before the last } MODULE { name = MechJebCore }
  17. A thunderstorm on the same date in 1917 And 1944 causes a rip in space-time.
  18. I would hope that Kerbin bound biome research would be of dubious use in getting a space program off the ground.
  19. And how it also corresponds to updates. The judge is if you think you're getting your 20 bucks worth. For me, hell yes. I hope they never "finish" it.
  20. Honestly, you're doing yourself a disservice by not using mods if you really want to. For what it's worth, you can run KSP from anywhere. I have two copies, the Steam copy that's modded like crazy, and an unmodded copy on my desktop. There are no registry entries or anything like that so windows isn't going to care where it's running from. And this far after release of a version (.22) the bugs have pretty much been identified. A lot of guys will run unmodded for a little while after a new release to do exactly what you're saying, which is enough I think to catch bugs. KSP is mod-friendly because Squad made it that way. They use their own resources to host mods. Not to mention you could also help mod developers test their stuff, too.
×
×
  • Create New...