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EmissionGeneration

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    Spacecraft Engineer
  1. Hi, I'm having the same problem as LeeBomb20. I just downloaded this Version, and removed all Files from Scott Manley's Download list [Did the Search Automatically, and Manually by going into every single Folder], but still not getting the Dropdown to move it. Any idea's? Cheers. EDIT: Nvm, I removed the New Version, and also the "Settings" for it, and re-applied the Plugin, and works perfect now! =] Cheers for a very useful utility!
  2. This solution is easy. Buy from Squad store so they get more profit to go towards making our game much more enjoyable, and then simply "Add a Non-Steam Game" to your Steam library". I run all of my Games through Steam, whether they are bought in there or not. It's a way to keep all of your Games in order and easy to access. Non Steam Games also give you this option:
  3. The thing with KSP though, is it's not about Difficulty, it's about Creativity. So if people are saying the Game is too easy, well I guess that just means they are not thinking outside of the Square and pushing their own limits and just want the Game to do it for them instead. Everyone has the ability to up the Challenge in this Game, but it's up to them to Challenge their knowledge and understanding of the Mechanics. That's what KSP is about, creating your own Difficulty. I would understand if Life Support in the Core Game had a option to enable and disable [in Sandbox], and what other new Features they add [maybe like Re-entry Damage], but Unlimited Fuel [or less], Crash Damage [Higher or Lower], ect ect ect, is already changeable in the Game files, which is very simple to do. Mods are another thing that can change the Difficulty for both sides of the party [and yes not everyone likes Mods, and this includes myself, until I tried them in KSP and found how easy and hassle free they were], aswell as the Debug Menu, which I'm guessing will stay on the final Version in Sandbox Mode, but not Career. I think though it is way to early still to say things aren't challenging enough, because it's a Alpha, and who's to say what Features will end up in the Final Version.
  4. Well, Squad have spoken about Life Support, but as for something like RemoteTech, they havent mentioned. They have said though that they want to keep the Core Game as fun as it can be while still being interesting, so I don't see them putting something like RemoteTech in as it adds a depth to the Game that is more on the Realistic side of things rather than fun [even though it is a must have Mod]. Well I'm gonna be selfish here, but I'm sure there are many that agree. I've been saying this Quote for years on Forums for many Games. "Why shouldn't we have the option to make Games a challenge?" Most DEVs will focus on Gameplay that requires the Player to do no thinking for themselves to get past a level or what not. Throwing in Waypoints that you can't turn off, Real Event Action Keys [what ever the abominations are called], no need to watch your Health bars cause it's all regenerated at a fast rate, way to many Items / Ammo scattered through levels so you never run out [many Games have completely removed Ammo all together], and the list goes on. I'll use Take on Mars as the latest Example that I've encountered [and I've rambled to them aswell]. It has so much potential with it's Concept, but if they stick to the way their Career Mode is at the moment, I forsee that Game only being played for a Modded Version only. I understand that it is only an Alpha, but the Game gives you no Freedom, no thought, and basically, no Science for your own rewards at the end. You have to go to a Waypoint [spot on it, not within a certain area, if your not right ontop of it, then you cannot continue the Mission], you need to take exactly the Photo's they make you take [not just of the area that the Mission Description says], and Analyze the Rocks they make you [not in the Area the Mission Description says]. All of these are covered with Markers for you to follow, and in my oppinion, thats not what a "Science Simulation" should be about. It just feels like Games are playing you, rather than you playing the Game. So basically, my point to all of this Ramble is, I understand that KSP can be a tough learning curve for some people, but I very much enjoy the fact that Squad is trying to bring Gaming back to where it used to be, where the Player had to Play the Game, and actually put some thought into their accomplishments. At the end of the day though, if people would struggle doing a Career Mode with just starting out, then the Sandbox can be used how ever people wish to learn what ever they wish.
  5. As said before, the DEVs have mentioned not adding a difficulty challenge into the Game, but from your list, alot of these can be done through Mods and Editing. Beginner: -Unlimited fuel - [Alt+F12 will bring up the Debug Menu for Unlimited Fuel] -More durable parts - [All parts can be edited through the .cfg file] Normal: -The game as it is now - [schweet!] Expert: -Not possible to get a good map of a planet until you get a few satillites in orbit around it; eg it will be hard to know whether or not your ship is headed for water on Eve until you actually get there if you don't have satillites - [There is RemoteTech. Although it doesn't do what you are asking for, it does definitely add a challenge to the Game which Requires you to build up a Satelite Relay Network around anywhere you plan on Traveling to.] -Too much spinning or g-force can kill crew - [This is definitely something I would like in the Game, so I have no objections] -Must either set up a "space farm" or crew dies of hunger; finite supplies of food can be brought in crew capsules - [There is Ioncross Life Support System which Requires you Maintain and Supply all the goodies to keep your Kerbals from dying (again, I do recall the DEVs awhile ago talking about adding this into the Core Game)] -Limited budget and Kerbals, more can be gained either through waiting or by achievements such as successful landings or putting satellites into orbit. - Career Mode is close, and will provide this. Although the only way your Kerbals would be limited in it, is if you cannot afford to Hire anymore]
  6. Personally, I don't want to see Inventory like in Diablo or any Game similar to that. What I would want, is a Tool bag as Jeti said. Not all Kerbals would have this, and if your building a Space Station, or Moon Base, then you will need to add it to the Modules itself, if you forget, well I guess you are sending a supply craft to them. When you need to use it, the Kerbal should go get it and then he can go on his way and do some work cause they are lazy little green bastards! I really hope they start adding some EVA chores in the game soon, it would definitely add a new atmosphere to the Gameplay.
  7. You need to be in Docked Mode with the Connectors, but it shouldn't be lifting anything up, so sounds like yours is bugging out. Delete KAS out of your Folders, and stick it back in there and try again [backup your Files first just incase]. If it happens again, post which Version of KAS your using. Hope this can be sorted for you, cause KAS is definitely a must have Mod!
  8. Picked it up yesterday and have played 4 hours so far. I love the Concept of it, although i just feel like there is no Challenge in it at all, and that I don't have control over doing my own Exploration and Science in Career Mode [haven't tried the other Modes yet]. The Game is littered with Waypoints that just constantly point to the pin position on where to be, and what to do where. Personally, I would much prefer a "Hard Mode" Option that disables Waypoints and "big coloured circles on the Ground" and replace it with Co-Ordinates that I need to follow, this way, it will actually be about Exploration and Science. The Pictures instead of showing a big Green Box on the screen should also be removed, which at the end of your Mission, your Pictures will be priced on how effective they were. The Game is cheap, and again, the Concept is very nice indeed, however, I don't see it being a long time Gameplay style for me unless there is a reason to do some thinking in it, otherwise, it's just point A to point B to point C ect ect ect ect. Even if they keep the Waypoints for Area's of Interest, and Remove the Boxes for Pictures and Science, it would seem much more appealing for longer Gameplay.
  9. Yup, that would be very useful if this Thread was aimed at posting some new Idea's to Squad, however it is not, so it clearly should be in... this thread... It is simply a Thread that states they are enjoying 0.21.1 with the new changes, but that the game still feels like it is missing something. Just because people mention "oh it would be great if this or this was introduced" does not mean it should be in the Suggestions Thread...
  10. Yeah I understand that some people are still having problems, but this particular thread has just died in the arse, and I don't know about anyone else, but I'd rather the DEVs spend more time with coding, then reading through pages and pages of a bunch of Morons complaining that the SAS isn't a Autopilot and we should harden up and learn how to "cope" with a buggy release instead of trying to get solutions. The only people in this Thread who are helping, are the people who are experiencing the odd behaviours, and posting about it, but unfortunately, the people who aren't getting this, just want to spam the crap out of it with their worthless bs.
  11. The people who had the SAS problem are just being "trolled" by the people who don't, claiming that we are wanting a "Autopilot" to fly our ships as it used to? Since when was it anywhere near a autopilot feature? It is meant to hold Attitude, which the DEVs have said IN THIS SAME VERY THREAD that it should do EXACTLY that. In my opinion, I'd be happy for this Thread to be locked. The DEV's [you know, the people who actually know ****] have heard our call, agree'd with us, and gave us a fix for the people who were having odd behaviors, cause obviously this is just a pointless argument thread that has no more purpose and will just keep going into the world of nothingness...
  12. I have the Store Version, and it does nothing for me, so both versions are acting up.
  13. It's been said many times already, but I agree that the new SAS is not aggressive enough on controlling the Ship. Best solution I would enjoy seeing is SAS parts you attach if you want it more aggressive, and not just the Pod Controls, probably about 3 parts with 3 different SAS force. I also have to say I don't enjoy the over-ride system, I'd be much happier with the "F" key to temp disable or, or "T" to just turn it off for any turns you need. Also, yes, I'm using fresh install, no Mods, blah blah blah...
  14. Yeah I've always enjoyed Stats in games, and with the new Kerbal Management, and Career Mode coming, then I think it would fit in perfectly. In my oppinion, Stats need to be bought back to Games fulltime, cough -Achievements- cough, have unfortunately taken over "keeping track" of things you do, which is a shame. But you're missing the most important stat though Deejay, which is "Number of times Escaped from a Fiery Death!"
  15. Thanks for the tip, works perfectly [so far]. I don't get though, if this is so easy to do, why is it not in the Core Game? Every game I've played has this option.
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