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youbenhad2

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    Bottle Rocketeer
  1. This seems to be the proper place to put this. Just read the devnotes for yesterday and I am very happy. The whole barn thing was the first time I'd ever disagreed with a move the devs had made, and to see that mine and others concerns have been acknowledged is amazing. It seems like ya'll are striving to meet a good compromise despite the hours of work it will add. You guys are truly the best dev team I've ever had the pleasure to buy from; and you set a great example for how early access should be. So thank you KSP Development Team, for your hard work and for being so close to the community.
  2. Wanted to express my concerns as well. I was under the impression we'd be working from like 70's office buildings and old-school tin hangars; not this farm thing. I understand the concept but I agree with the others; Rusty cars and trailer parks don't do it for me. Something like http://www.airport-data.com/images/airports/small/007/007477.jpg is more the look and feel I'd like to start with.
  3. I think if they gave kerbals individual classes that they could gain experience in it would be awesome. For example, I pilot Kerbal with high endurance could sustain more G's, while one with less endurance may black out, causing you to loose control of the craft (like a dead battery on a probe). An engineer kerbal could fix tires and landing gear, while a scientist kerbal can't fix things. The scientist kerbal CAN give more science though, but of course, the pilot can't do didly cause he isn't trained. Maybe I'm biased to my own idea, but I think this would be the PERFECT way to make kerbals unique and keep you from wanting to kill them.
  4. I'm more of a lurker to be honest, but I felt like I needed to post on this. This thread kind of saddens me. I'm part of allot of early releases and this community is the most active, helpful, and fun one I've ever been a part of. There are plenty of serious discussions going on, but I LOVE the playful side of this community. To me all the hype has become more of a joke, but in a good way. Its like cats or Chuck Norris on the internet. Some mystical train that will take us toward a better future full of boosters and destructible buildings. I like the break from rocket science or heated "should we implement this" discussion you get on this and other threads. Like on space engineers, all you get is whether or not pressurized hulls should be introduced. Ugh, that gets really old really fast, at least the hype is less serious. Hopefully I made some sense, I'm not the best at expressing what I mean in text.
  5. I am normally just a lurker, never really post; but this time I feel obligated to do so. I have used mods since I first discovered KSP, and after being spoiled to them I can't go back to stock. So thank you modders for making KSP awesome!
  6. darn, ok, thanks for the help, i was afraid it was just not do-able, it looked so cool too lol
  7. Hey, so i created a small rover and attached it to a robotic arm inside my "Big Bird" carrier plane. I fly up, extend the arm and release the rover all ass planned, but the rover just dissapears after falling a few kilometers. I know it is landing safely becuase there are parachutes attached and ive watched it land, but if i keep watching it will eventually dissapear. I can enter the tracking station and its gone, I don't understand, am i doing probes wrong? My question i guess is if anyone has done a simmilar thing and how did you pull it off? Idk if it's a bug or I set something up wrong, please help.
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