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TheBedla

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Everything posted by TheBedla

  1. It seems with the start of .22, quite a few people were unhappy with starting off with kerballed pods, while many others argued KSP should not be a recreation of Human Space Programme. Why not let the players decide? Just a minor tweak in the tech tree should allow for both. There would be two nodes just after the starting one in the tree, one with the mk. 1 pod and the other with a dumb probe, and a starting player would have enough science to unlock either node (but not both). Thus everyone would be able to start with whatever they prefer. What do you think?
  2. You can transmit it and/or store it. In my first few runs I transmitted one, then did another and saved that for recovery.
  3. I am quite sure the recovery button works on every craft that is on Kerbin. In .22 I recovered a craft from the desert on the continent west of KSC, and in .21 (where the recovery function was implemented already), I recovered
  4. Yes, I found that troubling too - I would appreciate if the goo canisters could be closed for reentry, and still store the collected data. I doubt the samples would survive reentry in what is essentially a metal cage.
  5. Hi! I'm from one of the countries that currently have worse space programmes than a certain energy drink To be fair, Czechia did have some achievements in the past. Our cosmonaut was the first non-US and non-Russian person in space (Mr. Remek, now a communist politician), and we had five our probes delivered to space (Magion 1 to 5), all via Soviet (later Russian) launchers, of course, as part of the Interkosmos programme. My progress in KSP did go a little further - over my several past saves, I managed to assemble a decent MIR (using FUSTEK expansion parts), put a mk. 3 SSTO into orbit, land probes on Eve and Duna and land the first modules for a Munbase. With .22 out, however, I started anew - the science mechanism is too good to pass on, so here I am with a clean stock slate again, though I will certainly add more mods once they are .22 compatible (looking at you, Kethane!).
  6. I found a quick-and-dirty workaround - you can start building your rover from the docking port (Clampotrons can be starting parts). That way, when you pick up your subassembly, the attachment point will be the free node on the port.
  7. With the .22 release out, hats off to you, Squad! It's already happened to me twice - I started playing stock, gradually install mods, then the new release comes out - and I am happy to throw away my progess just to see what new stocky goodness you managed to develop. The new science release takes the cake though - I can't wait for biomes being fully implemented for most stellar bodies! This already is the game I spent the most time with by far - which I think is quite extraordinary, as I started gaming as early as Prince of Persia and Alley Cat!
  8. Hi all! I've been playing for a few months now, this really is my kind of game. Thought it would be nice to make an introduction to the forums with the .22 release. Science rocks!
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