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FleetAdmiralJ

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Everything posted by FleetAdmiralJ

  1. Meh, once you get to that many viewers, it has more to do with the streamer than the game they play. I've seen KSP streams have 1000+ people watching before, but it was because of the person who was playing it.
  2. I dunno. I regularly get 20 viewers, sometimes as many as 40 when streaming KSP on twitch. KSPTV usually has over 100 viewers when they stream. I suppose that's not a ton but it's more than nothing *shrugs*
  3. No, they put up a new experimental build about a half hour ago or so (it has 4 uploads - 1 for each version: PC, Mac, Linux, and 64-bit) Edit: Triple sniped
  4. Now that you're bringing these gifs out, I have to add my own. This guy is ready for .24 for sure:
  5. Well, unless you strap parachutes to things, they'd blow up anyway. If you go through the trouble of strapping chutes to things and bring them up, then I'd say why not. At least to me, if you can "recover" it from the tracking station, you should probably get money back for it. I don't see why you couldn't attach a claw to something and recover it, as it would be considered one ship. As for asteroids, you can't "recover" those currently, right? I would think if you can't recover it now, you probably can't recover it for cash in .24.
  6. That's not what he was saying, though. He was saying even things marked on the debris on the ground wasn't getting recovered for money. Whether that means he didn't do it right, or he didn't notice that it had when it did, or whether it really didn't refund money, we won't know until we get confirmation in some way. And even things with a probe core will disappear after 2.5km so that won't help despawning problems.
  7. Eh, I understand people worrying about the feasibility of doing contracts with mods. I think the way the stranded kerbals spawn will make them running out of life support not really an issue. The bigger problem for TAC users may be whether they can make affordable ships to go anywhere while also using TAC...
  8. In a comment, they said they tried doing it from the tracking station, but that's all the context we have. We know you can get science from "debris" so it would be odd if you wouldn't also get money back. I also seem to recall a dev or tester saying before that one could recover fuel from debris (i could be mistaken though), which would also seem to contradict it. So I guess until we get the game or someone else who has played with the experimentals version can confirm or deny the debris thing, we don't really know for sure how that works.
  9. I'd just pretend that he had a ship packed with food, and then bailed once they heard a rescue ship was near I wouldn't say for no reason. The text (as comprehensible as it is) generally tell tales of tests on kerbals going horribly wrong, resulting in them being launched into orbit, at least as far as the early "in orbit around kerbin" missions are concerned. Who knows what the text might way for kerbals stranded elsewhere. Edit: Stripping out some of the procedurally-generated garble in the text, I found 3 examples of how Kerbals got stranded from the preview videos: 1) One Kerbal was stranded due to an "unintended ignition" by Vac-Co 2) One Kerbal was stranded due to FLOOYD Dynamics "underestimating how volatile standard-grade solid rocket fuel really is" 3) One Kerbal was stranded during testing by Jeb's Junkyard and Spacecraft Parts on whether some Kerbals really enjoy high speeds
  10. The people who made the videos are actually part of the media group (who also get the game early along with the testing group). Their job is to promote the game. (well..not really job. that implies they're employed by squad. But they get the privilege of getting the game early in exchange for promoting it)
  11. Scott Manley said in his video that you can't control the kerbal until you get into render range, so clearly they appear to be something slightly "different" than a normal kerbal in code. Whether they're tagged somehow or are just considered a different object, I don't know but clearly they have some setting to make the kerbal non-controllable. Perhaps Squad, if they ever put life support in the game, or modders like the people who make TAC might be able to use that same flag or setting to "disable" life support for that kerbal until it gets into render range and becomes controllable. Edit: SNIPED!
  12. haha thank you for linking this. I think it's kind of a thing of mine to make playlists of everything on YouTube so this was just another thing XD
  13. Could you "fake" it by having a "point" at the barycenter that acts as the SOI for the group, and the two objects are essentially treated as moons of that point? Or do the physics calculations not work like that?
  14. Here is my question, and I don't remember the answer b/c I rarely have to collect science from "debris" b/c I usually bring it all into my capsule: If you recover debris with science, does it give you the dialogue or does it just give you science w/o telling you, like when you transmit it? If that's the case, it may in fact refund you money w/o actually notifying you that you got money back. If that is what is happening, perhaps someone who wasn't closely watching their money before and after recovering wouldn't notice that they got money back from recovering the debris.
  15. If the thing about not recovering debris is true (see follow-up discussion on that above), then clawing it SHOULD work as it would be considered the same craft at that point. If you're that desperate to recover it I'm not sure increasing difficulty changes science/money/reputation things at this point. They may have said that could be done in the future, but I haven't seen anything saying that changing difficulty settings actually changes rewards for this release. edit: BTW if anyone else noticed, but after 3 days of no changes, there have been about a dozen updates to the game on the steamdb this afternoon. Hopefully they didn't find some new major bug at the last minute again that they're trying to squash T_T
  16. That is true. And actually now that I remember, I think one of the devs or testers said one should be able to recover resources from "debris," which would seem to contradict what he said. (he also said there weren't any new parts, which we know there are). We didn't actually see him try (and fail) to get money back from debris in the video so we kinda have to take his work on that, but yeah yo make a good point too
  17. As I understand, the actual rotation of Kerbin is slightly slowed, so yes, things like the altitude of KSO would be changed slightly (I haven't seen anyone calculate what it would be now). I assume it would be slightly lower as it would have a slightly shorter period. Perhaps, more annoyingly, is the fact that instead of being and even 6 hours, it would now be 5 hours, 59 minutes, and 9 seconds
  18. if people didn't notice, 4kb has a lengthy video about 0.24 up on youtube now: edit: Watching this, one thing was apparently answered by 4kb: He says debris is not refunded money if recovered, so it would have to be attached to a probe core or capsule to get money back for it. In most instances where people might recover stages (say, re-entering an upper stage from orbit) they may have a probe core on it anyway, but just be aware that that is apparently the case. edit 2: See the post below this one as to why this may not actually be the case
  19. Well, considering "last time" the videos came out 8 days before release, if they're doing them closer than last time...
  20. Interesting. It's something I didn't notice before. It's also a change made in the last 2 weeks because the videos done around the first of July have the capsule (which is what I assume the OP looked at as reference) facing the camera while the most recent videos have it facing sideways. Yet, the rocket is still facing pod door facing the camera on the pad. Also interestingly is that neither video done by Scott Manley with the pod doing that actually noted that it did that. This means that whatever you build "facing you" in the VAB would be turned sideways on the pad. For ships with 4x symmetry, this won't really matter, but ships with 2x symmetry it will. and it will make it so that if you put boosters on the side in the VAB, they'll actually be on the north-south axis on the launchpad (which is actually really the best way to have them). Of course, the counter to that is that it may be confusing to have the ship turn 90 degrees from the VAB to the pad.
  21. Yep, that is how it works as I understand it
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