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Sirrobert

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Everything posted by Sirrobert

  1. Yes, either mods or modify the part themselves to change in what node they apear
  2. Good points, I agree with adding the the part pool, and than letting you buy new parts if the pool runs out
  3. In a way we already have mass produced stuf. We have specific parts that we glue tougether, rather than having to design the parts for each mission. As for the money back, I agree you should get some of the costs back for the parts you recover. But not all. Also they'd need to make some changes to the way on rails reentry works, because in the current system, it is impossible to design drop off tanks that that you want to land safely so you can recover them (as currently, those parts would get deleted because they are on rails)
  4. We already have. America is simply a little slow on playing catchup with the rest of the world. That said, good scientists in america already use SI units. It's usually the engineers that can't handle it
  5. 30 goos? Are you mad? You only need like 4. Low flying, high flying, orbit, back on the ground. Maybe add high orbit if you're greedy and want it all in 1 go. So 6 to keep symetrical. Put them in symetry around the fueltank right below the command pod, put some parachutes on the pod and land. You don't HAVE to put them in the pod
  6. KSP steam file is identical to the KSP non steam file. You can simply copy the file out of your steam folder and put it somewhere else and it'll work
  7. No, I think EVA report, crew report, and surface sample should remain Kerbal exclusive. All other science can already be collected by probes, and Manned missions should remain the best for science. You have to haul alot more mass, so you should be rewarded with more science for it
  8. That's not an option if you don't have solar panels though, because having a probe body on your ship will mean it constantly drains electricity. And when your ship runs out, you can no longer use reaction wheels to turn it. So unless you brought RCS, you could no longer turn it
  9. Right offcourse. I agree that there should be some kind of confirmation. Atleast when you try to save a name that already exists. At the moment it's extremely easy to overwrite saved craft if you fill in the same name as an existing craft
  10. Sounds like you might have one of the docking ports facing the wrong way. That's suprisingly easy with the sr. ports. Can you show us some screenshots of the docking ports? That should help diagnosing the problem. As for your guess to the problem, no. You can dock with every kind of ship as long as it has a docking port
  11. Isn't the button greyed out when you don't have any parts selected, and becomes clickable when you do? Or do you mean something else?
  12. Well yes, proving we are right is kind of the reason we discuss things isn't it? I didn't realize I was not allowed to point out flaws in arguments that weren't adressed directly at me though. I hope you accept my utmost sincere apologies for responding to posts on a public forum. I can only hope that you will forgive me See, THAT was trolling. Pointing out flaws in your ideas is not trolling or mocking I am curious though. What words did I put in your mouth? I gave examples about you putting words in my mouth. Namely the moron part
  13. You know the common thing to do if someone is wrong, is to prove them wrong. I'm not mocking you, I'm trying to establish why you believe your idea is so great, while the rest of the people here know it's not. Though your reactions are making it more and more tempting to just troll you. By putting words in my mouth and attacking personally, you are only proving that you have no counter arguments to my point. Ergo, that I'm right. Your suggestion is not about Sandbox mode, it's about Career mode. And, as multiple people have already established, you want to make it more linear. I, on the other hand, was talking about a sandbox GAME. My entire previous post was about explaining the difference Allow me to correct you there. Regex is building an OPTIONAL mod. You are suggestiong something changed to the CORE game. Mods exist to supliment the core game. So by default, you can not compare the 2. That's like comparing mayonaise to a sandwich. Sandwich is the core game, mayonaise is the mod. Some people like the sandwich plain, somepeople like it with the mayonaise. You are trying to change the sandwich. He he working on a different type of mayonaise (or maybe ketchup). If I don't like the new ketchup, I simply don't use it. However if I don't like your new sandwich, I'm out of luck unless I rebuild the entire sandwich. It may not force anyone to do Mercury stuf, but in your current suggestion, it DOES force them to grind Kerbin sub-orbital flights. THAT is what everyone here has a problem with. Noone gives a crap about your Mercury designs. And those people have no idea that the career mode WITH budget IS a sandbox game. Also the sandbox mode isn't going anywhere, so I hardly see why those people would complain about losing their sandbox. Really? Where did he say that? The only thing he said about that is that it's POSSIBLE, and that experienced players often prefere it that way. So, you are one of those people that play the same save file for 2 years than? He didn't say anything about breaking saves. Personally, and I imagine alot of people, I start a new game with each update. Because I want to experience the new stuf I like how you fail to adress the part where everyone disagrees with you. WHO exactly is encouraged to progress 'to fast'? Experienced players? They just want to get out into space. Not because the game 'encourages them', but because they have done it a million times already, and sub-orbital flights are boring if you can slap tougether a few parts and go to Minmus. Newbys? Hoe exactly? The main reason people buy this game is to go to space. That's the ENTIRE POINT. So newbys have deceided they want to go to space as soon as they deceide to buy the game. The slowing factor is that they don't know how to get to space. Soon as they figure out how to, they can go to space. Or do you want to slow them down? Force them to fly sub-orbital 10 more times AFTER they learned how to get to orbit? Really? What do you use on your 2nd stage than? The LV-T45? I use a T45 in the center, and T30s in the radial boosters. It's a perfect engine for 1,25meter in atmosphere stages. With a good thrust and decent ISP, it's also very good for heavy in orbit rockets. Or are you the kinda guy that ues 4 times as many Nervas? Have fun hauling that into orbit, especially when they implent budget. There you go, my points on what you want to discuss. Your turn
  14. What kind of things would you gain from splitting up the KSP map?
  15. .20 I believe. I spent like a day shooting rockets straight up into space, and wondering why they didn't stay in orbit
  16. I sort of make it up as I go, and design it at the same time. Basicly what I do is I make modular Stations with Universal Docking ports on all sides, so I can always stick the parts I think off next to the current station
  17. Way I understand it water is a very good radiation shield. Acording to XKCD, a few centimeters of water is enough to shield you from highly radioactive materials. So wouldn't something like that work?
  18. If you are unsure of the 'burn when Mun comes over the horizon' thing (I know I used to be), and rather use manouver nodes: Rotate the screen so that Mun is on the right side of Kerbin (3 o clock). Now put a manouvernode at the bottom of the screen (6 o clock). Pull the prograde marker until you get an encounter. You can actualy start the burn a little earlier, which is slightly cheaper, but you'd have to experiment with that yourself. As for landing: A full landing mission costs rhoughly the same for Minmus and Mun. Mun costs less to get to, while Minmus costs less to land on. So if you need practice, I suggest you practice the get to part with Mun, and once you can get there, practice the landing on Minmus. Remember that Minmus is in an inclined orbit, so you'll need to match your rocket's orbit if you want to go there. To do that, select Minmus in the map. This will bring up 2 markers on your orbit. The Accending, and Decending node. Put a manouver node on either of those, and use the purple markers on the manouver to reduce the number of the Node. After you matched the orbit, do the same thing to get to Minmus as you did with Mun (drag the manouver node around a little to get a good encounter)
  19. I have a theory about this suggestion: The OP does not know what a sandbox game is. Supporting evidence for my theory is this quote: More defined, my theory, based on this quote, is that the OP mixes up the idea of Sandbox MODE, and the general idea of sandbox GAMES. A sandbox MODE, as many games have, allows the player to mess around endlessly, try out new combinations without any consequences. A sandbox GAME, however, is simply an open ended game. It still has limitations, progression, and failure states, but it lets the player deceide what to do, when to do it, and how to progress. And while the story of Sandbox games have an end, the game itself does never stop. A prime example of a Sandbox game is Skyrim. There is a main story, there is progression, however there is no ending. By the time you finished the story, you are nowhere near done exporing the game. Additionally, it is possible to experience almost the entire game without ever touching the main story (and many frequently do on new playthroughs) Kerbal Space Program (career mode) is, in this regard, exactly like Skyrim (or will be). The story is the exploration of the Kerbol system. HOW you deceide to explore the Kerbol system however, is entirely up to the player. The limitations? Budget (coming Soonâ„¢). The progression? Science. The failure state? Unknown yet, but the devs have said that budget will come with a way of losing the game. Presumably by going bankrupt. It is my guess that this entire suggestion is based on the misunderstanding of sandbox game. The OP thinks career mode should be linear, because it's 'not sandbox (mode)'
  20. My guess is any new solar systems and stuf related to them will be DLC
  21. There's a difference with ALLOWING new players to take it slow and fly around Kerbin a little before they manage to get into orbit (which is happening now), and FORCING experienced players to grind through Kerbin biomes until they are finally allowed to go to orbit (as would be the case with your suggestion. In the current situation, both are happy. The newby can fly around Kerbin as much as he wants, and the experienced player can get to orbit fast WTF is an experimented player anyway? Sounds like you came up with a new term. It it supposed to be somewhere in between a newby and an experienced player? Cause your little fantasy quote: Cute btw. I'd love to see what dimension you traveled to to find someone who talks like that Starts with design a rocket with more than 3 parts. That's NEWBY STUF. As in the FIRST THING YOU EVER DO. Capsule, solid booster, parachute (3 parts), or Capsule, fueltank, engine, parachute (more than 3 parts). And I'll tell you how KSP started. With the vision of going to orbit. Funny how you contradict yourself though. The first one indicates that you do realize that there are plenty of ocasions where people use the wrong parts, and need help with that. The second one indicates that you suggest that, as long as people know the mechanics, they automaticly know the parts. PS: if you want to build a mercury eary game, mod the techtree
  22. Wow, you really got nothing better than grammer ****? Well, atleast you properly read my post than. Can't say the same thing about your original reply
  23. I wonder how Kethane will change the game when money gets implented. If fuel is going to cost money, setting up a Kethane refinery on the Mun is going to be a real investment, allowing you to lauch your rockets with just enough fuel to reach orbit, and than refeul them from the refinery.
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