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lyndonguitar

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    Rocket Scientist

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  1. upgrading to a new engine and 64bit windows support is the best news I've ever heard ever since I play KSP. That would mean better performance, bigger ships, more parts, and MORE MODS installed. Mods can bring in new features and parts, but they can never upgrade KSP to unity 5 and 64bit support so I thank the developers they finally did it I stopped playing KSP years ago because I was busy with stuff and didn't have long enough breaks to enjoy the game. I could play in quick sessions but that won't be satisfying. I guess I need a long break ASAP.
  2. Glad that you are interested in the game, however if you truly want the full experience(and play it asap), go get the PC version. it will take a long while for a PS4 version to get released, and this is one of those games that a console can't really match up the experience of it's PC counterparts(think of Dota 2, Civilizations, The Sims, and a lot of other strategy games). I understand that you already have a PS4 and might be looking for a game to play on that, but if you can afford or already have a decent PC, just get the PC version. This game takes hours and hours to play, and that compliments very well how can you play on a PC, you can run it in the background(while things are going on in-game) and alt-tab occasionally, because travel-time takes a lot even with time warp. and also, MODS. the mods GREATLY increase the enjoyment of the game. such as the NASA-like autopilot system Mechjeb, great additional parts by a lot of people(such as Rover Parts, Boats, Helicopters, Modular Designs), game-changing additions like Life-Support, New fuel systems, new aerodynamic systems, crane/rope/attachment systems, etc. you can customize the game to make the KSP game that you wanted. If you are serious enough, Designing crafts(and missions) is another game on its own as well that can take you hours, if not days. and designing them, testing them, browsing the net for some inspirations and reference work, and getting help from the forums, isn't exactly a PS4 kind of game.
  3. I hope this gets extended into rovers and small kerbal exploration crafts Also, I am using the TAC life support mod, if I make them patrol and then leave them, I'm guessing they will die in 6hrs/1day(standard EVA package) If that's the case, I hope a feature would be added that will make them automatically get more life support supplies from the nearest ship
  4. I am playing career mode, and Crew Manifest works fine, however, there are some instances that the plugin doesn't allow me to transfer kerbals, and I have to resort to good old EVA, I don't know what causes this, I am unable to click modules on the right window, clicking modules on the left window is fine though. re-docking doesn't work. Anyone has experience similar issues before? EDIT: anyway, just found out that you can now transfer kerbals without going EVA on stock game heres a screenshot of the docked crafts that I'm trying to transfer kerbals in between
  5. Okay, an update, I finally figured out how to cause this thing, at least it worked everytime I tried it. I am playing in fullscreen windowed mode, and it seems to happen when you timingly do an alt-tab while the game is starting to load a scene or a save. How to reproduce. 1. Go to main menu 2. Try to load save 3. As soon as you double-click the save file(or pressed the continue button), alt tab out of the game 4. Alt tab back in, upon loading the space center camera will be bugged out like in the picture I always alt-tab frequently when I play games and It didn't happen with previous versions as far as i can remember,
  6. I wondered why I was crashing and I kept removing mods until I was left with what I have, only to still crash... So this is why I've been crashing frequently despite having few mods and a significantly smaller game data size than previous iterations, because of this apparent memory leak. I have been tracking my RAM usage too all the time and it seems to inevitably go higher as I travel from scene to scene, up to the point where it reaches 3Gigs plus and crash. any idea when it's gonna be fixed?
  7. Question: I had a contract that requires a magnetometer scan, laser surface scan, mystery goo, and science jr to be conducted on the surface, can I use the miniature versions for the mystery goo and science jr instead? or would it exactly require the bigger(stock) ones sorry if I can't test it myself
  8. alright thanks at least I know the difference between real landing and stagerecovery landing
  9. the contract launch new experiment: plant growth doesn't seem to work flawlessly for me. the contract parameters are getting messed up especially when switching crafts/going to space center. Not sure about other contracts, anyone having difficulties?
  10. Well, since the game is in beta now and pretty much has all the base/core features. I'm interested to know what you guys like the most about KSP Me, I like the premise of having a Space Program, and managing it to earn money/science through contracts and exploration. I pretty much use mechjeb for all my missions since I've unlocked it, although I can manually fly ships if needed. I focus on the designing the crafts/missions aspect of the game, and letting the Kerbals do all the heavy maneuvering. To make it more immersive I installed Kerbal Construction Time so actual real time passes between missions, and it's working out pretty good so far.
  11. awesome work lol, maybe we could compile a bunch of these and come up with our own Kerbal Fan-made History
  12. Anyway I just got this screenshot which I thought looked great. I've always looked at that KSC viewpoint for hundreds of hours while doing stuff and never actually see the same view when a rocket is launching. Now I do
  13. KJR still sticks together decoupled parts if the decoupling force isn't too great. One example is decoupling a docking port from another non-docking port. I need to use RCS thrusters or engines on both the vessels in order to make them separate, as you're trying to snap a cable
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