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Artophwar
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Everything posted by Artophwar
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Artophwar replied to nobody44's topic in KSP1 Mod Releases
Thanks a ton Malkuth!! Are you also working on more missions? -
I was wondering now that we have the astronaut complex does the Kerbals stats actually affect anything or are they still just filler. Like will a stupid kerbal pilot make the craft harder to control??
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Artophwar replied to nobody44's topic in KSP1 Mod Releases
You dont have to min-max to make money. I think most people are just building WAY OVERPOWERED rockets. You dont need an lv-45 for pretty much most of the missions. Use solid rocket boosters and lv-909. Solid rocket boosters are cheap. I like to make visually pleasing and more traditional looking rockets as well and I can do so within the early mission reward limits even allowing for a few failures. There is already an easy difficulty setting AND the ability to rewind after every launch, so I think the mod is already forgiving enough. I really prefer the current method for part balancing. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Artophwar replied to nobody44's topic in KSP1 Mod Releases
I like the current system. May need some slight rebalancing but there are also difficulty settings. You can drop it down to easy. I have gone through on medium and even had a few failures here and there, (mainly forgetting parachutes, lol) and I did drop into the red momentarily but Im now back on track and at a couple hundred thousand. I find that you need to use solid rockets and LV-909 for most of the early missions. LV-45s are overpowered for those missions anyway. The only mission reward that I found was way too low so far was the Vostock III where you have to dock two craft, since you have to pay for two craft. Again overall I like the new system. Some mission rewards may need to be tweaked and maybe then base engine cost dropped very slightly. -
I am quite surprised by the numbers in this poll. I really didnt expect to so many young players.
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[1.1.3] Large Structural Components [24th August 2016]
Artophwar replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Very Nice. I dont use any other packs except for KSPX because I like to keep the stock look. These will work very nicely for my stations and interplanetary ships. Thank you. -
Just for curiosity, How many copies of KSP have been saled?
Artophwar replied to Cesrate's topic in KSP1 Discussion
Being a top 20-25 most played game on Steam consistently the last few months I would be will to guess that it has sold quite well. Im sure over 100000 units by now. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Artophwar replied to nobody44's topic in KSP1 Mod Releases
Awesome work. This just keeps getting better and better. One suggestion I have though is for the window to save its position between game loads. I always move my mission window over to the right side of the screen and have to do it every time I restart KSP. EDIT: just tried Contract Mission III and noticed that the inclination seems impossible to achieve. Probably be the same for Mission VI as it uses the same number. I tried for about 15 minutes doing tiny adjustments but the closest I could get was 0.043. All the other Missions give us a 0.5 variance which works fine. These two missions only give us 0.02 variance to be successful. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Artophwar replied to nobody44's topic in KSP1 Mod Releases
Thats actually disappointing. I hope they have difficulty settings otherwise its just like sandbox and why even have a sandbox mode... -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Artophwar replied to nobody44's topic in KSP1 Mod Releases
Is anyone actually having to grind?? I have failed multiple missions multiple times and I still have over half a million krones. I just dont see why you would play this mod if every flight is a guaranteed success with no financial penalty. When the real career mode is released Im fairly certain it will be similar to this, as in you wont be able to "rewind" failed launches. You can either play career mode(for now this mod) and get penalized for failure, or you can play sandbox mode and do whatever without any consequences. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Artophwar replied to nobody44's topic in KSP1 Mod Releases
That seems to contradict the purpose of the mod. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Artophwar replied to nobody44's topic in KSP1 Mod Releases
Awesome mod. Sandbox is great an all but sometimes its nice to have limits on what you can build and build within those limits. I tried making my own limits and goals but It still felt a little hollow upon completion. Its awesome to have something track costs and earnings for me. THANK YOU!!! -
Ya I was surprised they only added a few of the parts, now I have to delete the redundant parts from the pack. Only a slight annoyance. All the other pieces fit well with the game and fill niches and I feel they should have been implemented.
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I dont usually post my accomplishments but this one made me feel awesome and I need to shout from the top of a mountain(the forums). Finally after trying all day, and going through a 100 different setups, I finally got my very first spaceplane orbit and landing!
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What makes these people think they are right in the first place and have to constantly change other peoples minds? What makes them so special as to determine what is worthless and what is not? Its a single player game and in no way does someone else using Mechjeb or talking about Mechjeb effect them except in their mind. The problem lies within themselves. Its simple to ignore any topics about Mechjeb or ignore the forums completely and enjoy the game all by yourself. They dont have to care about what other people are doing in their single player game. To say that it is a waste of developer/modder time or talent on something they do not approve of is a very selfish attitude. Again, what makes these anti-mechjeb people think they know best??
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I dont want 1:1 scale because I like to explore the surfaces of worlds. I enjoy that they are scaled down for GAMEPLAY reasons. Real distances would just add extra time for no gameplay benefit. The Elder Scrolls is a great example of still having large worlds but scaled down so they are full of more things to do. Elder Scrolls Daggerfall was huge but most of it was just filler and useless. That is why Morrowind /Oblivion/Skyrim are about 0.01% the size of Daggerfall. Id rather keep the current scale and add more anomalies and special terrain features.
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There is already so much to do in the solar system already. To visit every planet/moon and explore all of them takes 100s of hours. I dont mean just landing, I mean full on exploration. Plus setting up space stations and all that resource stuff that will be coming. That is plenty of content. I dont mind them adding another couple planets/moons and asteroids, but other solar systems is too much extra Dev time for very little return as very few people would ever get that far. If they ever do add more solar systems I think they should be well after release and as paid expansions.