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Superfluous J

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Everything posted by Superfluous J

  1. You are basing your opinion on a single screen shot designed to display specific information for a game that's not coming out for over a year. Instead, you could imagine that - for this one image where they are specifically showing off the UI elements - they used a setting or slider (or Photoshop) to make them larger than they normally would be. I don't recall reading this, but are you 100% sure they're not talking about something like the limit in KSP1? Where you need to upgrade a building and poof that limit's gone?
  2. Similarly say I'd not buy it if it didn't come out on Windows. No sense buying a game I can't play.
  3. You can also upload your craft to KerbalX, the website devoted to sharing craft files. https://kerbalx.com/
  4. This sounds ghastly. I may have to give it a try. I'm seeing an initial phase of setting up infrastructure to toss and catch Kerbals on an interplanetary scale. What could go wrong?
  5. I have this issue all the time with the smaller worlds. Dres and Gilly in particular are a chore to get to. I find that exactly what you did (eject with the assurance that you can fix it later) is the best course of action.
  6. I think you're right, but I still don't quite understand. True. This annoys me as well but I've learned to get over it This is the part I don't get. You're saying you can unlock the tech tree in the Kerbin SOI, and you need an unlocked tech tree to leave the Kerbin SOI. Seems like that's a functional system. Also, you do not need to unlock very much of the tech tree to do full there-and-back, land-and-plant-a-flag-even missions with large swaths of the tech tree unlocked. Check the winners of my Kerpollo Program challenge for examples of how to do this. But that's exactly why you can unlock the tech tree in Kerbin's SOI, but it's a pain to do so. If you really need (or think you need) a part, there is ALWAYS a way to get it. However, if you don't have a part when you want to go to Duna, you have the ability to find a way around needing it.
  7. See in my experience the best way to get a whole load of unwashed spoons is to put them in the same tray. They stick together and cause all manner of problems. So, I do the exact opposite of what you find logical and so have clean spoons spread through the 5 slots, with other silverware between them.
  8. I assumed it would be like The Office, and nothing Space related would actually ever get done.
  9. ALT CLICK ALT CLICK ALT CLICK. Edit that quickly lest the poor OP accidentally throttle up after docking. Why no that never happened to me. Multiple times. Becuase shift-click is baked into my muscle memory. Why do you ask?
  10. Congratulations! 10-20 more of those and you'll be ready to land! Seriously though just getting that far is a great feat. Well done.
  11. Reminds me of the time Jeb hopped in the pilot chair of a 1-seat ship that was specifically launched to return someone home from Mun. I had respawn on, so I made him hop out about 10km up (which is when I realized it) so he'd fall off and die. He held on for a few seconds. I didn't feel bad at all. Don't forget to for success. Also I just checked my own Minpollo report and you have the exact same number of nodes that I do, though I chose different ones on that highest tier. I opted for the Claw and not for... something else. I don't know all the nodes by heart
  12. Like these points even matter. GET THE PITCHFORKS!
  13. To answer the question: No. You don't need NERVs for anything. I've gone to every planet, land-and-return, without NERVs. If you do use them, use several to get your TWR up to at least 0.1 vacuum in the VAB though. You'll hate yourself less and on a large vessel, the extra weight of the NERVs isn't quite so daunting. Also, consider tossing them for the return trip. You may actually be able to make a smaller vessel overall if you use a small return craft with a dedicated Twitch engine (depending on how much you're coming back with of course). Regarding mods, Transfer Window Planner is anther really good mod for ... well ... planning transfer windows. I also like Astrogator though feel fairly strongly that you should be comfortable doing the work yourself before having a tool that does it for you. By making the maneuver nodes when TWP tells you and seeing how to tweak them to get an encounter, you learn a lot.
  14. I think it's obvious from the picture that the are no new lifter parts there. I also don't think that's a bad thing. Not like we need new tanks and engines in those sizes. If what we're actually getting is a decal system and a bunch more probe parts I'll be ecstatic.
  15. I do not think so. At best they'll have one of those fake betas that are actually a free demo weekend on Steam.
  16. Unrelated, what is the "Go Button"? What invisible hotkey does it reveal? Spacebar? What exactly are we "go"ing?
  17. It's amazing how few of them you see when you don't go looking for them. Don't play on random servers and don't watch their YouTube channels and you should be able to enjoy the game even though they are enjoying it too.
  18. Post it to an image site like Imgur, then get the share link to the jpg (not the web page) and paste it here. If you paste a valid image url it'll be converted to an image automatically.
  19. I will admit to not following the industry, but I don't really hear much about planes falling apart due to lack of structural integrity.
  20. UI looks different than KSP1. This does not mean it sucks. It looks completely functional. I'll have to judge it on how it works, when I try it. Adventure Mode, Career Mode, Science Mode... I don't care what it's named. They can name it Cheesecake Mode and if it's fun I'll play it. It sounds like they're going the extra mile kilometer to make it fun. No one is going to get exactly the game they want out of KSP2. Even Nate Simpson isn't going to get the game he wants. It's a fact of life. What matters isn't that you get what you want, but that you enjoy what you get.
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