Sirrobert
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Everything posted by Sirrobert
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FAO Squad: Someone's claiming your in-game music as their own!
Sirrobert replied to mod1982's topic in KSP1 Discussion
I think this would be a great moment for Squad to step in and see if they can fix it on a big scale, rathern than everyone doing it seperatly. Big kudo's if you can manage it guys -
The main bottleneck of this game is the CPU, which gets brought down by big ships. That didn't change since the demo. So if your laptop can handle that now, it will be able to handle it in the full game. You do have much more reason to build really big ships in the full game though. If anything, the game will only get optimized more eventually, which will improve performances. PS: you're going to love the full version. Just don't try to land on Eve. It's extremely difficult to get back home again (massive gravity)
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Some people like to watch a game they love grow and be a part of it. Those are the people that buy alpha/beta games. It's basicly a pre purches that you can play right away with bugs, rather than buy now and get it later. And than there are those that don't like to do these kind of things, that don't like alpha/beta games. Well, why the hell are you even here if you don't? Noone's making you buy an alpha or beta. If you don't want to do alpha/beta games, than just wait it out until the game is complete. There will be no difference to you between that, or the game not having an early acces version. Except that the games with early acces will probably have less bugs, since there is a way bigger group testing and flushing out bugs
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I caught myself looking for the altimeter and navball multiple times during that video
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I would suggest you land on Minmus and practice your jetpack there. Because of the low gravity you can actually fly pritty easy over the surface (you can also on the Mun, but the gravity is higher so you get pulled back harder). And because you are not in orbit, you'll always come back down again if you lose control, so no risk of getting lost in space. Note that if you let go of the controls and fall from to high up, the fall might kill your Kerbal. So quicksave just in case. On that note: It's always a good idea to quicksave before you do something you are not an expert in, and/or could go wrong easy. For me that's Landing and Docking, for you you might add EVA to that list PS: if your kerbal is spinning out of control, activate and than deactivate the jetpack (hotkey R) a few times should fix the spin faster than just activating the jetpack and leaving it. Should also save abit of extra fuel
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Gravity is irrelivant in this respect. If you go 10m/s and you suddenly hit the surface, you will get the same crash on earth, the moon, or on Eve. The difference is how fast you accelerate. Thus how fast you GAIN speed when your engines cut out. An example is a car crash. There is no gravity actiong on the car that pulls it toward the wall, but the hit is still a crash
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Completing a rescue mission
Sirrobert replied to GungaDin's topic in KSP1 Gameplay Questions and Tutorials
About the catch up thingy: Raising/lowering orbit is the thing you do to change the distance bewteen 2 space craft. Than you get the orbit the same again once they are close enough tougether -
Quick Save should be flight specific
Sirrobert replied to stevo989's topic in KSP1 Suggestions & Development Discussion
Sure, but making quicksave useless is not the awnser -
That piece of debris probably got a kick from the Kraken. That's how we call bugs that blow up spaceships here. One of the versions catapults stuf away at that speed
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Stop or slow motion
Sirrobert replied to gtaguy1223's topic in KSP1 Suggestions & Development Discussion
Does it still hide the escape menu though? Otherwise it's useless when you try to use it for pausing in vanilla -
Quick Save should be flight specific
Sirrobert replied to stevo989's topic in KSP1 Suggestions & Development Discussion
No it should not. When I need to dock something I do alot of switching between crafts. That'd be a nice way to ruin quicksaves... -
LV-909 produces no electricity?
Sirrobert replied to Hakkonen's topic in KSP1 Gameplay Questions and Tutorials
Why is it that some people dig up a month old thread, that has already been awnsered, JUST to awnser it again?. WHY? -
Last night I dreamt that I was playing Heartstone, in the Starbound universe. The cards had Pokemon Abilitys, and I was eating a the content of a burrito on a Baguette, and my heartstone partner bought a gun at the same place I got that burrito baguette. I'm pritty sure there were also some other very weird things that I can't even remember
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I think there are a few mods that reduce the terrain lag, but I don't have a problem with it so I'm not sure
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Kerbal lost in orbit! HELP!
Sirrobert replied to GungaDin's topic in KSP1 Gameplay Questions and Tutorials
You can build a craft with 2 command pods. Make sure 1 of the pods is empty, and randevous with the stranded kerbal. Get in the spare pod, and land both -
Seeing as they made no promisses that there will be recourses, this is simply not true
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Just curious as to why mining bases are built?
Sirrobert replied to dommcq's topic in KSP1 Discussion
I think you forgot low part count -
Manned (Kerbaled) flights in career mode...
Sirrobert replied to richiespeed13's topic in KSP1 Discussion
Your first point should be fixed once we get money. Research will let you unlock the part, and than you'd have to buy it with money. KSP just lets us skip the testing of the part in the windtunnel, cause that's pritty boring. And I believe you do get science for your first butched up launch. Right at the bottom of your science gain list after you recover, it sais 'recovery of a vehicle from orbit around Kerbin', or sub orbital if you didn't get orbit but did leave the atmosphere, or just a flight if you stayd in the atmosphere. As long as something survives to recover -
FAO Squad: Someone's claiming your in-game music as their own!
Sirrobert replied to mod1982's topic in KSP1 Discussion
For anyone wondering why this is happening: -
Yea, but the world throws a phobic fit if you mention nuclear power. We'd have fixed our dependence on fosil fuels already if the world wasn't just so afraid of the world nuclear
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Stop or slow motion
Sirrobert replied to gtaguy1223's topic in KSP1 Suggestions & Development Discussion
Wait, does that work when you hit escape? -
Rovers & Navigation
Sirrobert replied to LunaTrick's topic in KSP1 Suggestions & Development Discussion
You also have a complaint about how the navball is wrong that says that there is something wrong with the design. Either put a probe core in the right orientation and control from there, or use the capula in the right orientation. Your 'suggestion' is just trying to fix something that is not broken. It's only a problem if you put the command pod in the wrong orientation. AKA, design it wrong