Sokar408
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Everything posted by Sokar408
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So basically, you get Kerbium by making a rocket with it at the launch center, fly it to where you need the fuel, and make it there? Until you can somehow many more mass out of something less massive, which is fine but unrealistic, how is this different from just putting fuel up in the first place? Also the thorium used, is it the same resource as are in Kerbal Interstellar, or its on resource with the same name?
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I was facepalming all the way to this comment, thinking I was the only one who got it
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[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
Sokar408 replied to BahamutoD's topic in KSP1 Mod Releases
Baha, beyond the animation fix, are you working on any additional parts for EPL (or any other mod)? Your work is so exquisite, and I'd love to see more -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Sokar408 replied to Paul Kingtiger's topic in KSP1 Mod Releases
This looks amazing! -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Sokar408 replied to TriggerAu's topic in KSP1 Mod Releases
That would be glorious! -
[1.0.2] Navball docking alignment indicator v7
Sokar408 replied to mic_e's topic in KSP1 Mod Releases
Do let us know what you find out -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Sokar408 replied to TriggerAu's topic in KSP1 Mod Releases
Has there been added a way to hide the stock resource panel yet? It drives me nuts that it opens up everytime I hover over it. Also is there an option to make this resource panel open only if clicked on? -
... will 0.24 be out in close succession with 0.23.5 as was previously mentioned? I haven't heard anything on this front, but to be sure I'll ask anyway. Having been away from my YouTube channel for over a year, and I want KSP to be the game I start up on again. With people constantly messaging me about returning, and me not wanting to go on a "accidental" break again, I wouldn't want to start my KSP series if 0.24 comes out in a week or two, delaying an already new series due to mod incompatibility
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Now-defunct-thread-that-should-not-appear-in-google-search.
Sokar408 replied to Cilph's topic in KSP1 Mod Releases
Is it possible to add the RemoteTech parts to vehicles now, even though RemoteTech itself doesn't work, start building the networks and when 0.24 comes around, turn RemoteTech back on, and have everything be nice a dandy? -
Career mode is by far also my prefered way of playing, though I do mod the game quite a bit. As for wanting to build complex infrastructure before attempting a mission, that is not what I want at all. However make it beneficiary to do so doesn't seem like a bad idea. Making ralying a thing, would only need you needed it for probes and transmission, and adding relaying is necessary for and thus let the player pick wouldn't be very hard. And even with this, you could still easily stick some life stupport on a rocket, and go manned to Jool. That doesn't make the game more complicated, it just gives you a degree of management. In this respect making probes cheaper then manned crafts, would provide a balance between doing things man vs unmanned and lets the game reward you for whatever choice you picked. Like you said, we don't know actually where this is headed, which is why, as I mentioned, this is merely me voicing a concern, rather then me critiquing.
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Alright so I have been doing it again. You know that thing where you read the forums, post by post and everywhere you see reinforces an internal argument you have had with yourself for a while. Let me be the first (in this post ) to say that the ARM has added extremely keep stuff to the game, and for the most part I like the direction the game is headed... When it comes to contracts, there is something that bothers me a lot though. First, we got science, which I out of ignorance thought was meant to bring a bit of goals and progression to the game, when it fact it acts more like a "guide" for beginners. This is fine to some extend even its a bit sad, considering the potential the premise of gather science has. But now the contract system. In some posts where people discuss what they want and don't want, it seems clear that the reason people usually don't want something, is because of exactly how pointless it would be. Take the example of satellite contracts. This is complete conjecture, but lets assume a mission would look like this: "Build a vessel with x specific parts, and bring it to stable orbit around y planet" What is the problem with this mission? Well for starters satellites in the main game has no point. With no signal relaying required, satellites are pointless beyond the objective of putting it up there in the first place. Lets take another example. Say a mission wants you to go to Duna, and collect x different science experiments, and transmit/deliver the data back home. Now we are back to the guide thing again, which is something the science system already offers, except assuming that there'll be money/reputation/some form of currency involved, we have just added a a different layer guiding. If the goal is to make the game easier for newcomers, and if its done right this is a great thing, as it allows those who doesn't know the game well enough yet, to be guided in an interesting way. So why do I think this is a problem? Well considering what the game is, I personally find it hardly doubtful that any large portion of players who would actually be interested in playing this game in the first place, would not also have the mind and interesting in figuring the game out. This might a completely faulty assumption on my behave though. I base this assumption on the fact that this game takes at least a bit of brains to find interesting, which is usually accompanied by a certain level of nerdiness, and that is exactly what is needed to "master" it. Beyond that "nerds" tend to find the figuring out portion of stuff part of the fun, not the guiding part. So if the contract system is actually meant to interest the people who actually play the game, then to me it seems we have a problem. As it stands every mission is pretty much going to a completely self contained thing. We have no life support to manage, and we have probes that use electricity. Thus we have no need to EVER really use probes. We have no need for signal relaying, so building orbital infrastructure is pointless beyond RP reasons or personal goals. We have no resource system, which would link up with the life support and electricity system, as well as maybe even construction, so infrastructure of any kind is rather pointless. So it would seem that the game offers a sandbox, with extremely limited synergistic options, thus having no use for a missioning system/currency system. This brings me back around to the problem that I see with contracts as it is now, and that is it offers nothing. Progression via science has already been implemented as a guide, whether then any actual progression, so using contracts to limit your crafts through budgets/rep/whatever is not interesting for science progression, and due to lack of any other type of progression, doesn't offer anything of actual value to the playerbase as it is. Granted I don't know their plan, but I don't see any easy way around it either, though admittedly this could be due to lack of imagination on my part. They seem insistent on keeping the game at the level where personal goals and creativity is all you got, so it baffles me, that they are making it a priority to implement a missioning and currency system which will, due the former, be nothing but a space equivalent of "go kill x amount of bears, then return for y amount of cash/rep/huh". All of that said, this is not meant as hate. KSP is an amazing game, with an amazing community, and I'd have gotten my moneys worth even if what we had right now was all got. It is simply a voice of concern/a plead for clarity. I'm sure the absolutely amazing modding scene will take the system and make it applicable in combination with mods that already fix many of the problems mentioned above, but the contradicting design directions has me confused. I'd love to hear other peoples opinion this
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So like the rest of you I tried out the new content. However I had a very specific quest in mind! I remember I saw someone on a livestream ridering an asteroid down to the surface, and noticed that the rock would pretty much slow down to about 150 m/s loooong before hitting the surface. Now this might just be my ignorance talking but that didn't seem very realistic, but I thought the asteroid might just have come in at a shallow angle, giving it time to decelerate. So I went in and found an asteroid that would pretty much hit the planet straight on, met up with it, and rode it down to see if it would be more... impactful (Word inventing!). To my disappointment no. The asteroid hit the atmosphere at 3.5k m/sec but at the altitude of 5k meters, it had pretty much decelerated to terminal velocity. So is it just me, or this a bit weird? Beyond that though... I LOVE THE UPDATE!
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To be clear. Asteroids will only appear...
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
What I mean, there'll never be asteroids spawning on trajectories with Duna/Jool, or any other planet. I know they won't all always enter Kerbin, but will the only spawn "near" Kerbin? And if so, what you guys think are the possibilities of mod changing it? -
... going towards Kerbin? EDIT for new readers: What I mean, there'll never be asteroids spawning on trajectories with Duna/Jool, or any other planet. I know they won't all always enter Kerbin, but will the only spawn "near" Kerbin? And if so, what you guys think are the possibilities of mod changing it?
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Now-defunct-thread-that-should-not-appear-in-google-search.
Sokar408 replied to Cilph's topic in KSP1 Mod Releases
I know its not exactly what remotetech is about, but that about telescope equipment and advance Asteroid spotting?