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KSP2 Release Notes
Everything posted by JimmyAgent007
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I can kind of understand that it would be nice to have several updates, each with its own feature rather than a big update with several features, but it would take much longer to release the same number of features. And i remember seeing that they develop each feature separately then add it all together. So I think they are doing things the most efficient way possible. If they break it down to smaller updates there would be a lot more complaints about what feature is being released first than whats already happening each time they talk about an update. They will tune their system as they gain more experience. Personally Id still play KSP even if there were no more updates at all. Might finally get into using mods. Ive already got my moneys worth from this game so ive got nothing to complain about. That all being said, i get off work in a few hours, if .24 could be done by the time i get home that would be awesome!
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why are there people who stick more than one nuke on their ships?
JimmyAgent007 replied to lammatt's topic in KSP1 Discussion
This is my reason, more nukes let you slow down a whole lot faster when you finally get to where you are going. Im wondering, would it be better to burn a single nuke on your way out and only turn on the others when you get there or have them all burning the whole time? I think all of them would be better but the math in my head has been wrong before. -
Kerbal Psychologist: "You are ALL Insane." Insurance Agent: "Seriously? Insure THAT rocket?"
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Welcome! This is the first fourm where ive actually gotten involved in and i find it great. Excellent mods who do great work while keeping things civil. The few trolls who do pop up are rather tame. Just be sure to search for topics before posting and read up on things and you should avoid any drama. Thus concludes your introductory and safety briefing.
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Kerbin because... you all know why.
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I like it, better than the UN colours, just hope it shows up well enough when planting it on the mun and such.
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Transmit Power Via Laser
JimmyAgent007 replied to coolitic's topic in KSP1 Suggestions & Development Discussion
If you are trying to revive dead ships/sats and such. What about mobile batteries that the Kerbals can EVA with? -
For SCIENCE!!!!!
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Dont forget that once a year they give you a 5% discount on price! Better than steam! Also lets not forget all the honest announcements they will make about why they cant put in all the features we want because it would be impossible.
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Strongly Agree!
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Could this be fixed partially by disabling the respawn? Also, how would you go about doing that? An option in the game would be nice but a file tweak could work just as well. It would be nice though if the game remembered i wanted alter the crew in the pods. The only ideas i can think of have been suggested already
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The gold on white doesnt stand out so much. I think Kerbal green on black unless you have a better idea. Otherwise it looks amazing, maybe not so thick on the exhaust and not so high on the flag for the rockets.
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How about the UN flag, but with kerbin instead of earth and rockets with smoke trails on the sides. maybe one with the same colours and a few with other colours just to see whats the most kerbal
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Crew report stacking
JimmyAgent007 replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
All of this! -
What has most surprised and delighted you during a mission?
JimmyAgent007 replied to JenBurdoo's topic in KSP1 Discussion
In my early days when i thought i could just aim at the Mun and power towards it I ended up with many Kerbals leaving the solar system. Then there was the day when i actually learned how orbital mechanics worked and finally got into orbit instead of going to far or ending up back on Kerbin. -
Why not? and thats not my point, my point is that if the game logic treats it as a separate part, maybe you apply it in the tweak-able menu and the game treats it like a separate part so that other people who dont have the tech to use that part dont run into issues. that way also in the sandbox you would have access to everything but the original parts wouldnt have changed so things would still be compatible. dont see why you need to get so worked up with the capitalized words and all that. im just putting some ideas out there.
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Constant fuel transfer rate
JimmyAgent007 replied to theend3r's topic in KSP1 Suggestions & Development Discussion
Id like to be able to select single tanks and hit "Fill" or "Empty" and it draws or empties into all available tanks equally. Then you can also turn off the tanks to take them out of the loop. Like others have said, an equalize option would be good. -
What about a separate part that enhances another? Like an engine efficacy booster. Or Improved vacuum ISP booster. Its a separate part so we dont have to worry about share issues with other players and it would be easier to mod. People either did the research and have access to that part or they havent and cant launch the design as is.
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Armageddon Scenario
JimmyAgent007 replied to JimmyAgent007's topic in KSP1 Suggestions & Development Discussion
Glad to hear it! Hope somebody decides its good enough to put in the game. Any ideas on how to make it better? -
So I've been thinking of a way to suggest this without getting into the list of what not to suggest. My idea is for a way to have the Armageddon scenario in Kerbal. Since asteroids are on the list I will just assume they will be put in and my suggestion is on how to use them. However there are two major problems with the scenario. First is that not everyone will want to deal with it, so a cataclysmic impact would ruin the casual fun of some players. Second, how do you deal with a giant rock without weapons (ie. Nukes) The solution to the first is simply to have the orbit come close (say 1,000,000 meters or so) but not collide with Kerbin or its moons while also avoiding most orbital's the player may have launched. However if this is the case then why worry about a rock that won't hit anything? Well we can assume that the asteroid is emitting some type of radiation (Kappa if you will) that has a troublesome but not harmful effect. (If Kerbals are indeed plants then maybe it causes an uncontrolled worldwide pollination orgy) Not a bad thing that would harm the player if ignored but something the people of Kerbin would pay to avoid. So the bottom line is that it is there, they don't want it, but it can also be ignored. The solution to the second problem I feel would come in the form of a device that neutralizes the radiation rather than blowing anything up. Landing on the asteroid (landing legs with clamps would be handy given the low gravity) then EVA down a pre existing tunnel to the center of the asteroid. Plant the device. Then leave. Then trigger the device from any command pod and then the world is saved. Afterwards the asteroid goes deep into space to recharge and comes back again for another go. Or we can assume the player really only wants to do it once and just leave it inert. Personally I'd like to do it over again. If you can, then it would make sense to say that the radiation is lethal to Kerbals for prolonged periods so we can avoid anyone just stacking the place with Kerbals to repeat the process over and over without leaving. Hope this doesn't get locked for getting too close to things already suggested but I feel this is a workable scenario and would like some input from others who would like to see something like this in the game eventually. Even after 1.0 or in the form of a mod.
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Tech suggestion: efficiency
JimmyAgent007 replied to jalapen0's topic in KSP1 Suggestions & Development Discussion
Since there is way more science than we need in the game to max out the tree it would make a kind of sense. But I also see this as a major issue for some people that think changing part values is cheating. I think it would be very important to balance things correctly. I dont want to see default parts values being nerfed to make their current values the best, or have them considered overpowered after all the upgrades.