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magico13

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Everything posted by magico13

  1. I had to go with multiplayer. When I first got KSP I was so excited and I thought instantly that it would be so much fun to build a station with my friends in orbit and explore together. Having races to the Mun or other planets, building bases together, stuff like that. Mind you, I had these thoughts before I had really gotten into space and needed time warp, so that thought hadn't occurred to me. While I would love to have resources, I'm content with what I'm given by the wonderful modding community that KSP has. The fact that there's multiplayer as a mod, without access to the underlying game structure, is amazing to me, so I can only imagine how much better it will be when the people with the source code take over. Resources can come afterward, and I hope they're not as complicated as they originally were going to be. If I have to send out a bunch of massive ships to refuel one ship, I may as well just send more fuel. Before either of those I'd like to see better aerodynamics and reentry heating. With life support coming after resources. But I'm pretty happy with multiplayer.
  2. I had this same thing happen to me today. To those of you who did dispute it, did you say that you "have a license or written permission from the proper rights holder to use this material." or that "The content is in the public domain or is not eligible for copyright protection." Since incompetech's license is the Creative Commons License. I want to say that the first one is the proper one, but am not totally sure. It seems like Emily Taylor, or CD Baby, or whoever, is breaching that license, specifically the "No additional restrictions  You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits." clause.
  3. I have a feeling BERTY is not going to be too happy with Jeb's disobedience. But I'm happy Jeb is finally taking back his command and not moping around not speaking to anyone. That will hopefully help boost morale. Also, I agree with the ideas that that picture was Laythe. The white thing may have been the lander, but I also originally thought flag. I expect to be totally wrong though
  4. You would think that, yet I still do it anyway It's generally the first bookmark I click on and use it as a gateway to the rest of the forum. This is like my forum homepage. Note that that I'm "eagerly" checking and not "impatiently" checking. Take all the time you need! (Though preferably stay under a month )
  5. I just brought up RemoteTech in case you had tried to lock control until launch and RT was overriding that. It appears as if that's not the case though, so it doesn't interfere at all. I agree that it would be nice to not even load them into the world. If there was some sort of queue where you could have ships building and can swap them around in the queue and cancel them then that would be nice. Then when one finishes you get a popup saying it's finished with the options of launching or storing it. My thoughts are that there'd be an extra button in the VAB/SPH for adding the current craft to the build list (with the time required to build), and the launch button would go into "simulation" mode (since you probably can't easily override the fact that the launch button puts it on the pad). You also would only be able to store a small amount, like 1 or 2, but can "scrap" them at any time. Also, any way of breaking the build time left into days:hours:minutes:seconds without requiring a lot of effort? BTW, I don't expect you to actually do anything I suggest, so don't feel pressured to do any of them
  6. He recently was rescued from Minmus after failing to rescue Doodbert Kerman. This is after he reincarnated after the very first flight in my career mode save. Remember kids, No EVA-ing in Atmosphere.
  7. I'm playing around with it right now just doing some testing with new mods and I've found that the RTG will actually start providing power and allow you to roll the vessel. Rovers can just immediately start driving. The same is true with the little solar panel instead of the RTG. It would be nice to have a count down for the clock that appears after launch, instead of just the current time and the finish time. Having the display disappear after the vessel has finished building, or some way of minimizing the gui to a small button would be nice. The current time and finish time have a very large amount of decimals visible. It would be nice if they were truncated to integers, as anything past the first decimal is more precision than is usable. I know the gui is more of a placeholder than anything else, so I'm just throwing out my thoughts. If you need my mod list for whatever reason, just ask and I will gladly provide it. The only one that I'm using that would override any control aspects (that I know of) would be remotetech.
  8. Interesting idea. This would pair well with the other "realism" mods like remotetech, FAR, DR, etc. This makes reusable craft like SSTOs and mods like Kethane even more powerful. Any plans for reducing future build time of ships that are partially recovered, if possible? My thoughts are like the Shuttle program, where the ship is only partially recovered (the launcher isn't reusable, well at least not all of it) but as a result the time between launches is still reduced. I'm gonna have to give this a try tomorrow. As for the launch simulations, would those let you launch the craft as the game is now, but not let you save? So it's like when you quickload when something goes wrong and call it a "simulation"? Would there be restrictions on the amount of time a simulation could last, or it lasts as long as you like but without having any real effect? I can imagine that the clock in the VAB would be handy to have as a next feature. What about the (config) option of disabling time requirements in sandbox mode and only keeping it in career mode, if not already done like that. Then sandbox mode could be a test bed for rockets, at least until the simulation feature is implemented.
  9. I tried to get to Minmus for the first time ever with a new launcher I had designed for the situation. After several failed launches I finally got there, but needed to use up fuel from the lander in order to finish the transfer burn. Luckily I still had a full tank in the center, I'll just stage to activate that engine, except that dropped the side tanks that had my landing legs... No big deal, its Minmus, we'll just land on the engine. Try staging to activate the engine again... NOPE! Now the full tank and my last engine are plummeting to the ground and Doodbert Kerman has to try to land with his EVA pack... The fun begins around 22:30 Spoilers: I mess up the rescue and Jeb gets stuck there too, but that's the next episode.
  10. Sometimes I forget that you actually have to play the game in order to make the chapters, that they don't just come out of your head but also from what happens while you're playing. Seeing the "behind the scenes" pictures makes the story that much more amazing. Great job on every chapter czokletmuss, I always check back here multiple times a day eagerly waiting for the next chapter!
  11. Hey everyone. I've been playing KSP for about a month now, had seen it for a little while on Steam and had considered buying it but it never really seemed interesting to me. Eventually I tried the demo, crashed a bunch, and immediately fell in love. It's the same sort of feeling I had when first playing Minecraft back in October of 2010. I'm still not that great at it, but this game is awesome! I just started trying out some mods and decided to do a Let's Play of sorts. I've only done one episode so far, but if anyone is interested, I'll post my channel. TheMagico13/ I am definitely looking forward to the future of this game and its community!
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