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KSP2 Release Notes
Everything posted by Valley
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And the Mission Control Building. What will that do? What will that DO?!?!?! Most like show us Kerbals chain smoking while working in front of work stations but still, that would be something!
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Rome was not built in a day - it was never finished. Cities are always growing. A game that is never finished can become a game not worth playing...to be honest. Also, Rome had fires every day. Sometimes even bad ones once a week if there was no rain and the wind was strong. The fire Nero was blamed for most likely was an accident (and it is my understanding he wasn't in Rome at the time - he could of had somebody else start it of course). Anyway, the people were not really mad at him for the fire but for trying to rebuild the area burnt into his own private palace. But back to the topic at hand... I can see why some people can get mad at the update. By the time you're starting to get somewhere in the game...it changes. There is no closure. Also, while I have been told KSP was not meant to be realistic (which is why they refuse to add computers and other stuff) does not adding a Tech Tree kind of suggest it is meant to become realistic? And while it does allow a player to decide their own line of development...they only added a few new pieces of equipment. Which don't work in sandbox - which is more of a petty complaint really but it just adds wood to the fire. I don't think people are truly mad at the game as much as a lot of people are all slightly annoyed by certain things AND a majority complain that the update either added very little or added nothing at all, from their point of view. They are kind of fueling each other's flames. Right when I was starting to figure out how to use Lifesupport and KAS and Kethane together I end up having to update (though I did save my save file by stripping down some of the stations and craft). The end result is I have MechJeb 2 working again for the sandbox and am being forced to learn how to use SAS in career...and having less and less fun with each additional hour of play in that mode. While not 'mad' I do think that the creators may wish to take a look at the mods that are most popular and see what players like and want. I understand it is their game and they can develop it anyway they wish. But if they plan to make people pay for it that also makes their game a product and they should listen to the customers. But this is coming from a customer who thinks Minecraft and Dwarf Fortress are, in some ways, superior because of the feedback from the players. Well, DF is free and people STILL complain about that also. Go figure. Still, IMHO, without the mods I think a lot less people would STILL be playing it.
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Never made probes before and will unlikely make them now. Rarely leave Kerbin and her moons.
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In sandbox I placed a newly designed Mun base on the base with science stuff (which sadly don't do anything in sandbox) while failing, once again, to put a craft into stable orbit in career mode because I can't get MechJeb 2 to work for me in it no matter how much I edit the file. I think I will be failing to get the science points needed to advance if I can't do that.
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I would have to say the Toroidal Aerospike Rocket. I assume if I liked making aircraft it would be useful. Maybe as I unlock more tech in career mode and try to explore more of the planet. But I don't even know how to fly aircraft with my keyboard so I can't see that happening anytime soon.
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A telescope in space could take clearer pictures of planets and the nearest stars. Would be cool to have for either career or sandbox.
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I was wondering, as many people think space stations have no real use in career mode - could you make a space station which has no command pod? You place a station in orbit and than remove the command pod. But it has an docking port for ships to attach - send up a pod, dock with the station, and you run the tests. The manned craft than leaves the dock and lands (crashes) back onto Kerbin and returns the data? You can return and runs more tests until it is no longer worth the points to do so. Maybe add fuel tanks to the station so it can be used as a fuel station when retired from science duty?
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How to work the 'old' Science Equipment in 0.22?
Valley replied to Valley's topic in KSP1 Gameplay Questions and Tutorials
I see. Thanks. I think this is answered than. -
Funny thing - I decided to send a couple of goo units into space. One was exposed in the atmosphere during ascent and the other while outside, in space. Did the crew report and EVA (space walk) also. I did not have a stable orbit and splashed down in the ocean. Figured I would take a 'sample' and also, without thinking, did another EVA (dog paddle?) report. Had a hard time trying to get him back into the craft but found out, by accident, he could store the items and data into the pod from the outside. I did not bother with antenna because I had a chute and figured everything would be recovered. When the ship was recovered I was credited with TWO EVA reports. So different EVAs in different conditions can be recorded and stacked?
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How to work the 'old' Science Equipment in 0.22?
Valley replied to Valley's topic in KSP1 Gameplay Questions and Tutorials
I see. Does the data go onto the crew's report? -
To be honest I am underwhelmed by the update. Not sure it is bad or terrible but not really worth leaving all the mods behind. I'll play around with the career mode but still keep the old game with all my mods. Just not really very interesting. Forces me to pilot without mods but that just means at a certain point I'll be forced to stop playing it or find updated mods.
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How can a challenge be dead? Remember, in the end, you are challenging yourself. Or something like that.
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It is a very fun game but there are a few problems. Sometimes many players just don't understand what they have to do. And I don't mean they are stupid. I mean sometimes the game tells you what you have to do but does not do a good job on explaining HOW to do it. Also, while it has a nice, long complex story line (four hours plus) and can be replayed a couple of times many of the endings are just different versions of the same ending. You mess up and get arrested. You get a passport or more than one passport and escape by yourself or with some members of your family. Also the problem with watching the Let's Plays on Youtube to decide if you like it or not is that nobody warns you that you will see many of the events. In other words, spoilers. Still, for 9.99 it is a good deal. Also you get to make decisions based on your own point of world view and ethics, which I like. Sometimes you can let somebody in because you feel they SHOULD be allowed in. You will get into trouble, of course, but it can be worth it.
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Been playing this way too much. And if you look closely at the passports you may get a visit from Jeb! While watching a Let's Play he showed up at the border. He is one of the names in the game! Besides that it is kind of depressing if you take it seriously. Anybody else play it? Kind of a high learning curve. Not as high as KSP or Dwarf Fortress of course.
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Unmanned guided missiles seem to be the normal for some of the bigger capital ships. I guess whoever you did battle with would have to agree to it just like the ramming rule.
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Those 83 count. So one colony = 50 107 extras = 535 585 total.
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Funny. My 14 minute Minecraft videos take FOREVER but normally my 14 minute KSP videos take about 20 minutes or so. I figured it was just less data or something. And I have a wireless modem too. All kinds of problems with that. I don't like YouTube mostly because the adds are starting to cover the whole screen and because of their flagging certain videos with copyright issues and stuff. One of my videos was banned world-wide! I feel so proud....
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[0.21] Biodome 2 Alpha 6 Final release 03/09/13
Valley replied to Kayaking4autism's topic in KSP1 Mod Releases
If this could work with the Ironcross mod I may download it and see if I can't get it to land on Minmus and make it a mining town. More likely blow up on the launchpad. PS - But it looks too cheerful and I am a 'Outland' and 'Moon Zero Two' and 'Alien' kind of sci-fi guy. I want oil stained floors, rusty hulls, rows of lockers, and blinking equipment with only a few lights here and there. -
I think this was already answered but let me make sure it is clear. 1. Can I use any body that is not Kerbal (Mun and Minmus, mainly)? Yes. You could even put a 'Colony' in orbit around Kerbin, Mun, and Minmus, as long as it could build and launch ships on its own (without helping from Kerbin). It would need to be supplied fuel and material from other colonies, but as long as it was independent from Kerbin Space Command by Day 200 and still produce spacecraft it would be valid. 2. Can I use Orbital Construction redux as a mobile launch pad? As long as KSC is not being used after Day 200 you can use any mod that does not make you GOD. And, if the Orbital Construction mod could get material from other sources after Day 200, it could be a colony as long as it had a living area for the one Kerbal needed to define it as a 'Colony'. See answer 1. 3. Am I limited in the number of launches in the first 200 days? No limit. Only limit is how much your computer can handle. But at Day 200 Kerbin is a dead planet. Have fun! Note - Once again I am not sure if orbital colonies are even possible - somebody will have to test that.
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@Radiokopf : is that 18 Kerbals total or 18 Extra Kerbal outside of the first one needed to name it a 'Colony'? Otherwise you have 135 points.