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Feldynn

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Everything posted by Feldynn

  1. If Squad chooses to allow mod usage in Career mode (either right away or unlock them for use after a certain progression point is reached) it's ultimately their choice and I'll just be happy to have a Career mode in the first place . I only have one mod right now (the new Procedural Fairings one) and I'd likely run through the career using just stock parts / features anyway because that's just me, but I do kind of hope they do allow mods because it's easier for folks like me to simply not use them than it is for those that want them but can't use them. Something else to consider too is that there are still many features that we don't have in the game yet, by the time we get a full blown Career Mode it may turn out that some of the features provided by mods will actually be built into the base game in some way or another which may help reduce the need for some mods or at least soften the blow a bit if Squad does decide that Career Mode is "vanilla" only. As an example perhaps some sort of rudimentary "Autopilot" may become a base game feature performed by one of the Kerbals in the rocket or perhaps by the navigation computer in a probe body, other things too like resource collection and scanning planets with satellites / probes and many other features currently provided by mods may get integrated into the base game as well in some shape or form.
  2. For me it was a combination of happenstance, Steam and Youtube. One day I happened to see KSP pop up on Steam and took a look, downloaded the 0.18 (I think) demo and played around with it some. Decided it seemed interesting but being "early access" and I'd only played a little of the demo I went ahead and trawled through a good number of Youtube videos both instructional and comical, I went back to the demo and after completing my first Mun "landing" followed by a rescue mission that landed without enough fuel to complete the rescue I was hooked. Brought the game shortly after and have been enjoying it ever since!
  3. My first successful Mun landing was in the 0.18 (I think) demo back in late April / early May using this.. I had actually landed another craft on Mun prior to this one which I guess was successful from a Kerbal perspective as it was "mostly intact" by the time it stopped rolling . The one above did properly land though and was supposed to be the rescue ship but sadly didn't have enough fuel (or I didn't have the skill / knowledge) to make the return trip, we won't mention that I also landed it too far away from the Kerbal that needed rescuing anyway .
  4. Absolutely yes! I've enjoyed many of Scott's videos and found his tutorials especially helpful, I have watched a few tutorials by others which were also helpful but I would say that Mr Manley is definitely my first port of call when seeking help with KSP related things.
  5. I've only had the game a couple of months but haven't really played much since 0.20 was released so I'm mostly just getting in some practice in with disposable missions before the new update arrives, only simple beginner type stuff really though like sending satellites / probes and maybe some Kerbals to Mun and hopefully Minmus too, I might even try my hand at docking too since I've been putting that off somewhat.
  6. That underlying boosters and explosions theme in KSP always reminds me of the old Roadrunner cartoons, to the point I like to think / say I graduated from the "Wile E. Coyote School of Rocket Surgery". I don't tend to make large elabourate ships / rockets (on purpose) that invariably explode and things generally go according to plan, for me it's those times where I accidentally mess up my staging (launching SRBs into the sky while the rocket sits on the launchpad, jettisoning the entire rocket instead of the initial launch stage when heading for orbit, etc) or those times where everything looks fine until you suddenly realise it's not and you used 3x symmetry for the landing legs on your 4x symmetry ship so it's slightly off balance and tips over when your Kerbal gets out.
  7. From a week or two back when I had the KSP demo and had some Wile E. Coyote staging issues.. I think the parachute deployed during the launch, spun the rocket around and snapped bits off. Fortunately the landing gear worked and I got to see one of the engines blowing smoke rings at me ... don't recall if this was a staging issue or just an undocumented Kerbal design feature .
  8. As a relatively new player I have found my first foray into small robot rovers to be a tad bit awkward to control, some of it I know / think is down to the design (made some changes already that did help handling) but I did also find using Docking Mode and / or turning SAS on (even without a module) helped me better control mine. And as has been mentioned the lower gravity is also a factor because something that works fine on Kerbin can flip or slide horribly on Mun, but the only way you'll know is to actually get it there for testing. Something I also wondered about is, does the location of the probe control box thing affect how the rover drives? Not just from a weight perspective but also I want to saw "the way the probe's torque affects how the rover moves / rotates", maybe like the probe box acts as the pivot point for the rover so having it low and central provides better control than having it on the noise / tail (even if it's balanced right). If that makes sense and even forms a reasonable question .
  9. Sometimes I think the only reason MechJeb and other mods may be viewed by some / many / a few as "cheating" is because they are mods. If there was say a Unified Navigation, Docking, Inter-planetary Exploration System computer built into the game for use on rockets / vehicles (much like the SAS / ASAS modules) that performed tasks automatically it might be much less of an issue because it would be "part of the game" rather than an external mod. Of course there would always be the "hardcore" fringe out there that would consider anything automatic as cheating even if it is a valid function built into the game, but there's not much you can do about them. For what it's worth I don't have a problem with any mods like that, I may not use them myself but crikey it's a space game so I'd EXPECT there to be some sort of autopilot and navigation computer systems somewhere. I remember back in the days of the Elite series and other games where buying NAV / Docking computers were often the first things you'd want to buy.
  10. So just for fun and nostalgia I decided to try and make a Kerbal version of a ship from the old British Sci-Fi show "Blake's 7" using just stock parts, I call it "Jeb's 3" since it's just a 3 seater right now. The Mk 1 version does actually fly quite well though it's a bit wobbly on take off and will need refueling if I ever decide to use it, I do have plans for some redesign at some point but right now it is at least orbiting Kerbin . Original.. Jeb's 3 (Mk I)
  11. Perhaps one option to help limit the potential lag issues would be to use domed city units placed around the landscape in various groupings that are linked via enclosed road systems (i.e. domes joined together by tubes with lights) instead of cities constructed of actual buildings . Something like this random image I found with Google.. Granted it's a bit of a science fiction concept and more the sort of thing you'd expect to see on planets with hostile atmospheres, but from a Kerbal perspective rather than being cities in artificial atmosphere bubbles they could be protective domes to prevent accidental damage from the plethora of rocket parts falling out of the sky .
  12. For some reason that quote reminds me of the ending song from Portal... This was a triumph! I'm making a note here, HUGE SUCCESS. It's hard to overstate my satisfaction. Kerbal Space Program! We launch all these things because we can, for the good of all of us except the Kerbals that died. But there's no sense crying over every mistake, you just keep on trying 'til you run out of cake. And the science gets done and you make it to Mun for the Kerbals who are still alive!
  13. Aren't all the planets / moons in the Kerbol system technically all a 1:1 ratio already? Meaning that the documented size of say Kerbin is the same on paper as it's in game representation and so on. What it sounds like people are asking for is for the Kerbol system to be altered to be an exact replica of our own solar system, sure if we were playing a game with humans that was supposed to be a fairly accurate representation of our own little corner of space then it might make more sense but this game isn't centered around Humans or Earth is it. It's built around a fictitious race of intelligent humanoid beings from a planet that is similar to, but smaller than, our own and in a completely different part of the universe.
  14. I quite like some music from Jean-Michel Jarre (Equinoxe and Oxygene are good), Tangerine Dream, Vangeli and such for floating around in space. As well as Hawkwind's "Silver Machine" and Deep Purple's "Space Trucking" and the like too of course .
  15. Hi everyone! Aside from just saying hello to the Kerbal Universe in general I also wanted to say a quick thankyou to Squad and all the KSP devs for creating such an awesome game! I haven't enjoyed a space game this much since back in the early / mid 90s, an old game called "Frontier: Elite II" and the followup "Frontier: First Encounters" by David Braben were (at least to me) two of the best open ended space games ever made. While they don't share anything directly in common, I believe KSP has captured a similar immense scope and freedom of exploration / imagination that I enjoyed in those games. But anyway that's enough nostalgia, so after spending numerous hours messing around in the KSP Demo and causing a sizable dent in the Kerbal Astronaut population I decided that once I'd made it to Mun and back I'd get the full game. Thanks to the awesome videos and tutorials from Scott Manley (and others, but mostly Scott's) I made it to Mun, crash landed, sent a rescue ship that landed safely but didn't have enough fuel to return, I finally made a successful voyage there and back so I picked up the full version! Since I didn't want to repeat the same Kerbal culling in the full game I figured I'd start out with some unmanned (unkerballed?) missions. Like many I graduated from the "Wile E. Coyote school of Rocket Science", so after many hours of comedy misfires, boosters launched without payloads and rockets falling over on the launchpad I finally got the staging in the right order and put some things in orbit. Here's one of my Stayputnik class Orbital Probes, this one is furiously probing Mun from orbit.. ..and my KerbNET Comms Satellite that is currently broadcasting across Kerbin!
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