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KSP2 Release Notes
Everything posted by KWilkiePJ
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Not to be considered elite, such things don't bother me. It was interesting to see how mechjeb did its work, it taught me a hell of a lot.
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given the multitude of disasters, I have to go with the most recent, launched off minimums after a spot on landing, going for a direct SOI transition to Kerbol, and missed the warp, unable to correct and re-land to try again. Bye bye Jeb.
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After a few months of playing with mechjeb, the latest release has been, shall I say more of a hindrance than a help. Thus far I have reverted back to manual as its far quicker and more reliable, which is the only reason I used it in the first place. I there was a delta V monitor in the VAB I wouldn't need to use it at all! What are your thoughts? so far, I have had wonky take offs, a docking autopilot that doesn't work at all and to boot a precision landing autopilot that is no longer precise. another piece of food for thought, for me precision landing is far more difficult than docking
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Long load times on black loading screen
KWilkiePJ replied to TG_bigboss's topic in KSP1 Suggestions & Development Discussion
Slower to transition but far smoother in play I have found. There has definitely been some optimisation done i5 3750K OC to 4.2Ghz Mem 16 GB GFX: Nividia GTX 660ti -
An ocean of lag...
KWilkiePJ replied to Pachi3080's topic in KSP1 Suggestions & Development Discussion
I have been playing 0.21.1 for awhile and have seen zero lag over oceans or anything else for that matter perhaps you should post your core system specs for comparison! Mine is i5 3750K quad core ivy bridge OC to 4.2Ghz Mem: 16 GB Graphics: NIVIDA GTX 660TI -
The new (and improved??????) SAS system.
KWilkiePJ replied to Kerbol Prime's topic in KSP1 Discussion
I like it - it works now how I would expect it to. Its not an autopilot, and the old version was a RCS hog. the fact that it will not auto centre you anymore takes adjustment, but I find my ship with it on doesn't fight me anyway near as much as it used to on pure manual control, which works better IMHO. Loving the 0.21 update so far!!! -
Say it here if .21 works perfectly for you
KWilkiePJ replied to stupid_chris's topic in KSP1 Discussion
Worked first time for me, but I started fresh, no save upgrades. I have found the new version much better than the last, and I have had to make adjustments to the way I play, but well worth it - having a blast with it! Already been to and landed on the new Mun and back - its looking awesome! -
I just wanted someone to celebrate with
KWilkiePJ replied to Titus Jeb Worshipper's topic in KSP1 Mission Reports
I am with you man! its been 4 months sincie my very first one and that took me 3 weeks, did it today in a fraction of the time, and with a quad docking port setup! love this game man! -
Loving the new ASAS, took a bit a readjustment, but its much more controllable now, and ship design is key, you got to get that right
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Starting again is not so bad - it gives me chance to work on things I did wrong in the current save - debris control being one of them. Right now, I am recreating old missions without using mechjeb to see how I get on been fun so far, and interestingly enough I seem to have been a little more fuel efficient on my own!
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The more I think about achievements in the game, I wonder, the beauty of the game is that you define your own achievements and goals in sandbox mode. I would like to see some sort of customisable "mission patch" system added to the game. The idea being that its your space program, you define the goals and objectives. The could be facilitated through a mission control building or something similar, where you can create different sub programs within your main space program (thinking of Gemini and Apollo here as reference) each with a subset of goals, each defined unique to the individual. Mission patch designer could allow people to create there own mission badges that then get displayed within the Mission control screen for example. The same could apply to career mode, where you have to do the missions in sequence to "Learn" how to advance to the next phase through these sub programs. This has probably been suggested before and probably many times, but it would certainly be something that would appeal to me.
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Before I started modding, I made sure I mastered everything by hand, launch, rendezvous, docking and landing. I then added mechjeb to speed up the process of establishing larger vessels like space stations and lunar bases, this is my preference though. I think this is true to life as quite a bit of current space travel is automated, hell the first space vessels made didn't even have a joystick! I disagree about the mechjeb point, mechjeb has crashed me quite a few times randomly. Ultimately, mods allow for variety, and variety is the spice of life! Also, its freedom of choice, let people choose!
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It always surprises me the strength of feeling around whether to allow mods or not. The appeal is that it opens the game up for all different types of people to customise the experience of the game to suit them, and given that its not multiplayer, what difference does that make really? It keeps the game alive and encourages creativity. Some of the mods I have seen actually add aspects that increase the difficulty of the game or make it more realistic, and if you don't like any of these things, then you don't have to have them. This makes the game appeal to a much wider audience which can be only good for future developments that we can all enjoy
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I heard about it from my mate noozter, who downloaded it from steam out of curiosity. I downloaded the demo, a day later i had bought it. I then spent 3 weeks solid playing the game stock, going from knowing absolutely nothing about how to fly the rockets i was building to attempting my very first docking, which I failed at miserably for days and days until I finally managed to do it which was a YESSSS! moment . Love the game, the possibilities it provides and the variation. I have played nothing else since I got it and very much looking forward to 0.21 for some new ways to enjoy Kerbal mayhem!
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Bought and Been playing KSP since 0.18, absolutely love the game! everything that I wanted from a space game and more. I have been around the forum for a while reading and learning, thought it was time to join in. Looking forward to enjoying the KSP journey with you all
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This is truly excellent, made me laugh for ages!
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This has made me very happy, Kethane is by far my favourite mod!
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How long did it take you to dock ...
KWilkiePJ replied to StainlessSteelRat's topic in KSP1 Discussion
My first manual rendezvous and dock took me 25 hours of play before I cracked it - and of course to prove it wasn't a fluke I had to do it a second time, which took me another 15 hours! I use mechjeb mostly now, but at least I can say I can do it without it -
The "You know you're playing a lot of KSP when..." thread
KWilkiePJ replied to Phenom Anon X's topic in KSP1 Discussion
when you hear the VAB music playing in your head over and over....