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Everything posted by MartGonzo
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I disagree, the other contracts were good additions, when contracts were first introduced there was only a few types and pretty much everyone agreed there needed to be more variation, taking most of them back out now would be unpopular and a step backwards. Rescues are no longer rare either, in my 1.0.2 career there's nearly always at least 2 or 3 available at any time, if anything they seem to too prolific. Presumably in our careers we all want to visit all the bodies anyway so the Explore contract is unnecessary and as myself and others have said, it dictates where you have to go next, which limits the player.
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That's not a bad idea but I'd still prefer the goals within the explore contracts to be automatic because waiting for these contracts to show (and hoping they do, as it seems they often don't) dictates how the player must proceed and that seems antithetical to the KSP ethos. I don't agree that it turns the career into science mode as we're only talking about explore contracts, not the dozens of other types of contract now in the game.
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Add a planet in a retrograde orbit.
MartGonzo replied to Galane's topic in KSP1 Suggestions & Development Discussion
true, now I think about it, if it was far out it wouldn't matter too much that it was retrograde either. if it were close to the sun and retrograde it would require a lot more fuel -
Add a planet in a retrograde orbit.
MartGonzo replied to Galane's topic in KSP1 Suggestions & Development Discussion
it's not impossible http://www.newscientist.com/article/dn17603-planet-found-orbiting-its-star-backwards-for-first-time.html I like the idea, the game would benefit from some more difficult missions for more experienced players perhaps a small body even more distant than Eeloo requring either massive vessels or a refueling stop. -
Very sorry to hear it didn't work out for you whackjob, but glad to see you found a silver lining in those stormy clouds I've no doubt you will find the right woman for you and will look back with no regrets. P.S. I'm curious to see what the Whackphone looks like, I'm guessing it fills a room, is covered in lights and and sparky bits and booms like the gates of hell opening when it rings
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I didn't know they were based on rep, that's interesting I can see that may lead to issues with the contracts not appearing if the player has traded in their rep in the early game for science or funds, not sure it's really a well thought out idea. While the point you make about getting funds upfront when taking those contracts is a good point, the point you made about accidentally entering a sphere of influence kind of demonstrates one of the problems with the current implementation, as it stands now we would get nothing for that and would lose the chance of that contract ever arising. I still think they would make more sense to be there from the start as hidden records.
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If you change to free camera and press space the kerbal will re-orient himself to face away from the camera. as far as I know it currently the easiest way of changing the kerbals orientation. EDIT - nevermind, I just checked and apparently that no longer works with the new free cam clicking the left mouse button and dragging seems to be the best solution.
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I really like the new speed and altitude records being automatic and hidden, I'd love to see the explore contracts added to that list. In my current career the Explore Minmas never showed up, there are other career contracts for Minmas, like satellites and surveys but I don't want to go there because I'm still hoping the explore contract will show up at some point. I've never been there in my current career, but I was wondering if maybe a piece of debris from my moon lander has entered Minmas' SOI and nullified that contract before I got a chance to take it? anyway, waiting for those contracts to turn up holds back the gameplay so I think it would make sense for them to be automatic. thoughts anyone?
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Planets causing acceleration?
MartGonzo replied to -RanZ-'s topic in KSP1 Technical Support (PC, unmodded installs)
Glad to see this thread, I've had this bug so many times. because I'd never seen it mentioned on the forum I always assumed it was some combination of mods causing escalating errors in the orbit calculations. I'd usually just go into time warp until I got a bit away from the planet and the orbit would stabilize again. If it's a stock bug hopefully it may get fixed -
bot moddy? I don't know what that is it was definitely a new ship on a new career, but to double check I just tried again, new career, new vessel, saved in the VAB and then tried to load via launchpad. here's the logs KSP.Log https://www.dropbox.com/s/3hidw8po0r0i9ea/KSP.log?dl=0 Output_Log.txt https://www.dropbox.com/s/d2bl989rv5ve91l/output_log.txt?dl=0 Sorry I missed the last part of your post no I have no craft saved at all except the one I just put together
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Hi guys, I've run into a bug, and after deleting all mods and starting a new career it's still there so I think it might be an issue with the stock game. If I make a ship and save it then try to load it by clicking on the launchpad nothing happens, the load ships windows doesn't open. Thinking maybe it was an issue with just the smallest launchpad I tried starting a new career again with lots of funds and upgraded to tier 2 then tier 3 and still the load ships window doesn't appear when clicking on the launchpad. Sandbox seems fine, so I think it's an issue with career marking all ships, even ones we make ourselves, as stock. can anyone please confirm?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
MartGonzo replied to rbray89's topic in KSP1 Mod Releases
But it's not crashing for me. I've played maybe 8 hours on 1.0 and another couple on 1.0.2, no crashes so far so that kinda proves that it's not down to the mod, unless putting astronomers 'edge of oblivion' pack somehow fixes it because I'm running that on top -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
MartGonzo replied to sirkut's topic in KSP1 Mod Releases
I get a message on 1.0.2 saying that KSPAPI extensions are incompatible with this version, is that normal? also I noticed that all the parts are duplicated with one set in the utility panel and the same parts also in the robotics panel, anyone else have that? -
Gamespot spend 50 minutes on it, very positive all round
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
MartGonzo replied to rbray89's topic in KSP1 Mod Releases
It does now you mention it, I can see Timothy Spall as a Kerbal standing next to the launchpad with his easal (I just watched Mr. Turner) Your problems must lie elsewhere, I've had no crashes -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
MartGonzo replied to Claw's topic in KSP1 Mod Releases
Many thanks the 17.d version still works just fine -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
MartGonzo replied to Claw's topic in KSP1 Mod Releases
Hi Claw, I understand that some people no longer want the radial decoupler fix but would it be possible for you to upload the old fix as a separate download? I use stage recovery and SRB's with parachutes on always collide regardless of whether I use seperatrons or not, or where I put the chutes or how the SRB's are situated on the craft. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
MartGonzo replied to rbray89's topic in KSP1 Mod Releases
The Real Solar System Visual Enhancements mod does that so it's certainly possible http://forum.kerbalspaceprogram.com/threads/83215-WIP-RSS-Visual-Enhancements-%28RVE%29 Hmm, I'm not sure what the normal flag does, my knowledge of these things is basic at best The program I used to convert the textures was Paint.Net (it's a free download for windows) and it doesn't seem to have a normal flag it converted all the textures without problem though so maybe give it a try http://www.getpaint.net/index.html - - - Updated - - - Many thanks you were right, leaving the cloud textures as PNG's is better converting them to DDS messes up the transparency. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
MartGonzo replied to rbray89's topic in KSP1 Mod Releases
ok thanks, I'll try the default ones