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Panzerbeard

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Everything posted by Panzerbeard

  1. We haven't been shown any of the parts related to resources yet, so I don't think we can discount the possibility of some sort of fuel transfer pipe, or a more elegant way of docking on the ground. Bases are probably the most lacking "feature" of the game at the moment, since there's really nothing in stock supporting or encouraging their use, I feel like a stock resource system is Squad's attempt to correct that, so I can't see them NOT including something to make fuel transfer on the ground more viable. We'll have to wait and see, I guess - - - Updated - - - Bear in mind we're also probably going to have a significantly lower dV-to-orbit requirement with the revised aerodynamics. I don't think we can really get away with keeping the engines as they are, they need to be nerfed for atmospheric use, at the very least.
  2. Maybe make it so Kerbals are paid per mission, instead of it being time-based? The fee could increase depending on what they actually do on the mission; for example, going to Duna and back would merit a higher commission than, say, orbiting Kerbin for a few days. You could have their salary increase the longer they're on a mission, but put an upper limit on it, so even if you timewarp for a year you're not going to go bankrupt by accident. They get paid when they safely return to kerbin or when they die (in this case you could say that the money is going to their relatives, or something. It's just there to discourage killing off kerbals at the end of a mission). You could even put it a new strategy that can reduce/remove kerbal wages at the cost of reputation.
  3. I, for one, welcome our new insect overlords That can only end well.
  4. Maybe change it so surface sample scientific data is only transmittable by a scientist, and if you don't have one you'll need to return it to kerbin? That would simulate the scientist analysing the sample on-site, something a pilot or engineer wouldn't be able to do. To them, after all, a rock is just a rock.
  5. That's a shame, but nothing to be done, I suppose. Thanks anyway, it's still a great mod
  6. Even with the latest version, kerbals still sink. I can still swim around, but I'm about a metre below the surface and can't reach the capsule: Is anyone else experiencing this?
  7. I've played around with NEAR, haven't looked at FAR yet, but does anyone have a simple explanation of how the in-flight tools work? I can't find any guides or documentation for it. I'm pretty sure I understand the tools in the SPH/VAB, I just find the in-flight window a little unintuitive.
  8. I do say, chaps, this thread is rather spiffingly good, mmmmyes indeed! Splendid! I must away, caribou are nibbling at the croquet hoops, cheerio, old teapots, cheerio! Oh, poor taste, good sir, poor taste. Very bad form, one must call it a lavatory, if one is indeed to call it anything, what?
  9. If you mean Ferram's Better Buoyancy it still seems to have some problems. Whenever I put a kerbal in the water he sinks to the bottom and can't swim up.
  10. I think he was referring to the actual wheel brakes, so he can stop the aircraft on the runway without having to slow down as much on approach.
  11. In the usual view of the Space Centre, right-click on the Launchpad and you'll get a little popup giving you the option to upgrade. Same goes for all the buildings, they all have limited capabilities at the start of career mode. And looking at those pictures, I think launch clamps should solve all your problems.
  12. KSP's current stock implentation of aerodynamics is... lacking, to say the least, and can cause some pretty unintuitive behavior when flying. It's being improved for the next update, but if realism is your thing I'd recommend FAR: http://forum.kerbalspaceprogram.com/threads/20451-0-90-Ferram-Aerospace-Research-v0-14-6-12-27-14
  13. I'm really terrible with names, I just tend to use whatever comes to mind at the time. I usually use the same name across multiple vessels in a project, for example, Selene 1 through 9 for my mun program, 1 being the original flyby probe, 5 being the first lander, 9 being the final re-usable lander design which would dock to my Mun station, Theia. Breaking out the greek mythology, because yay for shameless clichés My attempts at building spaceplanes are usually called Heisenberg. It's entirely uncertain whether it will work or not. I tend to lean towards "not" though.
  14. I've noticed that my GPU fan gets pretty loud on KSP, so I decided to check it with HWMonitor. For some reason while ingame my GPU temperature shoots up to 80C or higher, whenever I'm actually ingame and not in the VAB/SPH. I doubt it's a hardware issue since it usually stays reasonably cool on more demanding games, and I also keep my drivers updated regularly. I've stopped playing for now, since 80 doesn't seem too safe to run at for an extended length of time. KSP version is 0.90.0.705 32bit for Windows. Output log: https://www.dropbox.com/s/sh6dlp2npw91yad/output_log.txt?dl=0 Specs: AMD FX6300 6-core 3.5 8GB RAM Nvidia Geforce GTX 550Ti
  15. Thanks for the reply. I figured it out earlier today, turns out it was a mouse problem. I set up an AutoHotkey script several months ago because the left mouse button is on it's way out and registers single clicks as doubleclicks sometimes, so I used AHK to stop that happening. For some reason it conflicts with certain things in the VAB. Not a clue why.
  16. It either needs enough parachutes to slow it down to a safe touchdown velocity, or enough fuel and thrust to perform a powered landing (if it has a probe core)
  17. Yeahp. One day. One day I will be useful! ...but not this day
  18. Yeah, minimalism is the way to go. If they DID have a subtitle maybe "The eagle has landed"? The development of KSP being the space race and 1.0 representing the culmination of that journey? But also not the end of it, as the game will keep expanding beyond that, just as the apollo program and space exploration in general did.
  19. Unfortunately in stock you don't really have many options, apart from boosting into a high enough trajectory with your first stage, so you can burn into an orbit and switch back to it before it re-enters the atmosphere. If you're willing to use mods I'd recommend Stage Recovery, that'll automatically recover stages that have enough parachutes. *edit* wellp, Kaname beat me to the punch, I guess.
  20. Really? I vaguely remembered the controls being locked. Certainly the throttle and staging controls are, at least. Been a few weeks since I've played, though, so I'm probably misremembering
  21. It stops you accidentally moving your craft around while in map view, I guess?
  22. Probably should create a new thread for this instead of necro'ing the old one, but the issue is still exactly the same. New game version, completely fresh install, both before modding and after, I can't copy/paste parts. Everything else works using the Alt key except that. This is getting really inconvenient, I can't be the only person in existence that has had this problem, surely? Google still returns nothing and I'm completely out of ideas for fixing this.
  23. Well, I feel like it wouldn't be called "commitment level" if you didn't have to, you know, commit. But yeah, I agree, have either a monetary or reputation fee for changing it, but let is change it to some extent. Maybe make it so if you modify it, you have to wait a certain amount of time to change it again.
  24. Don't you just love that warm, fuzzy feeling you get when you know you've done something productive with your life?
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