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KSP2 Release Notes
Everything posted by AlamoVampire
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Frankly, I don't even *want* a v.1.2
AlamoVampire replied to p1t1o's topic in KSP1 Suggestions & Development Discussion
i agree with your first point and there are not enough adjectives in the english language to convey how severely i disagree with you on multiplayer. Here is why: 1. KSP is not a game suited to the multiplayer thing. 2. The list of WHY is long, longer than I am willing to type out, but highlights include: Mods, physics limitations, trolls <any and every conceivable way a troll can troll and more that I promise not all of us a single collective can think of> 3. KSP is not mature enough yet, as in, major bugs are gone, more mods have become stock <thinks like real fairings as in Procedural Fairings not the attempt at fairings they have, as they are not user friendly> and other aesthetic things have been done to the game, after major bugs and mods have been dealt with. 4. Time Warp. I can go on, but, I trust my points made. Its both a bad idea and way way way way way way way way WAY too soon to consider it. Maybe at version 3.0 at the soonest. MAYBE. -
What would you like 1.2 to focus on?
AlamoVampire replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
if you had an option that said: Make Career Mode function correctly with linear contracts, a proper story line, and a reason to play it beyond the novelty of it. Then id vote, but, since you dont have that option, I abstain. -
The contract briefings...They suck.
AlamoVampire replied to cubinator's topic in KSP1 Suggestions & Development Discussion
career mode as a whole had a whole LOT of POTENTIAL, but, Squad flushed that potential away honestly. The problems with Career mode, in NO PARTICULAR ORDER: 1. No reason to play it past the initial novelty. 2. Contracts are not logical. 3. Contracts are not linear. 4. Contracts make no sense. 5. Career Mode has no redeemable story. 6. Career Mode has no real reason to become invested in it. 7. Career Mode has no real reason to be a mode as it currently stands. 8. What reason do I have to play a mode like "Career" when it is poorly put together with no over arching story line, lack of emotional investment, lack of linear or cohesive thought? Seriously explain to me number 8! I have a story arc going in Sandbox mode that has me emotional invested in my creations, has a linear and LOGICAL progression to it, reasons to launch certain craft certain ways. Career mode lost its novelty for me on day 1 when it FIRST ARRIVED so many updates ago. I keep thinking career mode will improve and I am consistently let down time and time and time again by a mode that is so poorly polished and thought out. I am not saying anyone should not play it, if you enjoy non linear, non logical thought processes being provided then, by all means have fun, but, not for me. I tell people who ask me about KSP if its a good game, I tell them this: Kerbal Space Program is a delightful game with some heavy caveats. First, be prepared to get frustrated and addicted to it. Second, avoid career mode, its not a well done mode as it isnt linear, logical or gives a reason to invest time into that mode, Start with Sandbox first, its your best bet. It gives you all the parts and stuff at the get go. Great mode to learn in. If you want something more meaty, then go to science mode, but again, career mode isnt all that great. Its too illogical and non linear. Maybe once all the big bugs are taken care of, and the engine change is done and behind us, they can redo career mode to address all 8 points above, but, till then, ugh. <gets off soapbox, picks it up, wanders off> -
Expand "hack gravity"
AlamoVampire replied to TinfoilChef's topic in KSP1 Suggestions & Development Discussion
@Knaapie Firstly not all of us are coders. Secondly hyperedit is kraken bait like no other thing around. Having tunable hack gravity stock at some point would be nice. -
Stock LES? No. Novapunchs LES? Yes. Far more powerful and better size choices
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Clouds in stock KSP
AlamoVampire replied to justspace103's topic in KSP1 Suggestions & Development Discussion
Weather? Would be nice, but I'd settle for clouds for now -
A bigger wing and attachment points
AlamoVampire replied to Amavios's topic in KSP1 Suggestions & Development Discussion
I gotta agree that a predesigned wing like the mk3 is pretty but too too limited and well limiting in choices. More legos are better -
Air Breaks for Reentry
AlamoVampire replied to Zosma Procyon's topic in KSP1 Suggestions & Development Discussion
Steering is their game for sure! When i made the post you quoted it seemed to me people thought or someone did that they were for slowing. Admitedly i was in a hospitality and hotel management class in college at the time lol. -
Inter-stage Fairings
AlamoVampire replied to CodeFantastic's topic in KSP1 Suggestions & Development Discussion
Hi guys. This is why I feel the stock "fairings" are absolute garbage and think Squad screwed up not making the mod Procedural fairings stock. Proc fairing needs no special mm coding, its absolutely user friendly and intuitive where the stock attempt at fairings is none of this. Plus Proc Fairings HAS an interstage fairing node. Just saying. -
Air Breaks for Reentry
AlamoVampire replied to Zosma Procyon's topic in KSP1 Suggestions & Development Discussion
Falcon 9 does a boost back to slow stage 1 down for re entry. now, 1200K is only 1700.33 F which is low, but kerbin is smaller than earth so could be reasonable? But 3300K is 5480.33F which is better suited for earth, but way high for ksp. Something in the middle would be nice. side note, those things on the falcon 9 pic are control surfaces not brakes. -
I liked 'The Lounge' better than 'General Discussion'.
AlamoVampire replied to cubinator's topic in Kerbal Network
if i am not mistaken it was an april fools thing, seeing as it was gone April 2nd. things are as they were before 4-1-16 and as they are now after it. -
Air Breaks for Reentry
AlamoVampire replied to Zosma Procyon's topic in KSP1 Suggestions & Development Discussion
@Zosma Procyon Take a gander, you might find this interesting. No cheat was used if you were wondering. all 8 of those air brakes survived reentry. -
well, for starters, we want a site dedicated to just KSP for mods. Kerbalstuff was where it was at, but now that its gone, we are adrift. spacedock LOOKED like it would fill that niche, but, it cant now as it supports other games. also the more games and the even more mods that its handling increases the chance for malware.
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- kerbalstuff
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Really? Another? Look squad is not a proper design house with the resources that come with it. They are a mexico based ADVERTISING FIRM FIRST!!!! They chose to use STEAM because THEY have the gear to deal with this kind of load. Keep also in mind its buggier than a swamp after a thunderstorm. 1.1 is nearing us, be patient. I honestly think the most sour people about this are not wanting to test but just play.
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April 12 is 55th anniversary of first man in orbit
AlamoVampire replied to Newpossum's topic in The Lounge
It's stunning how far we have come since that day! I wonder how far we will have gone at the 100th anniversary of his flight? -
What is the most furtherest planet you have got to?
AlamoVampire replied to KerbalScience's topic in KSP1 Discussion
Ive had jeb bill and bob on mohos surface and brought them home, taken them out to land on eeloo and brought them home. I even have a probe in "polar" orbit of the sun and its orbit is something like 14 years to just go half way around. Yes its extremely far out beyond eeloos orbit lol. -
I will be blunt. There is so much work that must be done on single player that, realistically and logically it is not feasible or even remotely appropriate for multiplayer to be even a spec of a hint of a shadow of a glimmer of a dream of a suggestion to be considered. Why? Simple. Career mode for starters. 1. It has no meaning. As in why play it over sand box or science? Contracts are illogically presented, non-linear progression, as in, it will give you contracts that are well beyond your means just because you did something that is but a step to that contract. 2. What is there to keep me once the novelty fades? Again, the illogic of it all kills it quick. 3. Then you have bugs. Some bugs have been around since before 0.21 and there is no telling when or if they get squished. I can go on, but suffice it to say that multiplayer is beyond the scope of what is logical and appropriate for squad to do now. Like it or not, this game is not mature enough (read: polished enough in terms of performance, graphics and bugs) for such ambitions. Likewise squad is setting the bar very high with their ambitions as far as i can tell and doing multiplayer now or even in 6 months or even a year may be too soon and could be more damaging and disastrous to the game and its future. I am sorry to say it, but, logic demands that it be postponed until single-player has been even more properly fleshed out. I say this with clinical and logical dispassion pure and simple. With passion and emotion i say: multiplayer in ksp is not my brand of tea or coffee and i will forever pass on it. As ive said in other threads: i have said what i feel i needed to. I now depart this thread never to return to it. Happy flying and happy exploring to you all.
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So @Alshain if i read you correctly my admittedly blunt opinion that this game is not suited for multiplayer brings nothing to the conversation? Fine. Let me expand. 1. How will mods (parts and ro/rp-0 for ex) be handled? Especially when not all people use the same ones? 2. Time warp. How will this kodiak bear be dealt with? 3. People breaking space stations for kicks? Say you build a station then i come along after your gone doing something else and i dock and remove nodes or fully crash it? No real proof would show up to prove what really went down. Too big a chance for bs like this. 4. People ramming others for kicks? I can go on for ever with ways this can go bad, and guess what? Squad can never be prepared for all of it. They need to scrap the idea and focus on the single player aspect. They need to make the career mode more ...well... more coherent, meaningful, linear and logical. It needs a reason for players to play it and not science mode or sandbox. Thats no small task. Its one that is huge and needs attending to. I again can go on till i pass out, but i trust my points made.
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@Pecan Considering that its a waste of memory to duplicate functions via 2 mods, I do not touch ker. Ive seen das use ker enough times to be quite certain that what ever minute features not covered by ker or MJ such as a HUD is handled by yet more mods that would still be duplicating features rendering ker pointless. But, preferences are everything. Which makes threads like is this mod cheating or is that mod this or that pointless in the end. my final words on this thread are thus: mechjeb does a major portion, like 99.99% of ker, and if you run both MJ and ker, it is my opinion you are wasting space on your computer as you are needlessly duplicating functions. With that said, I will not return to this thread. I have said what I felt I needed to say. Happy flying, happy explorations to all.
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@Alshain This is one game that does NOT NEED multiplayer. Not suited for it.
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In all honesty i hope multiplayer goes the way the original resources went. As in away, forgotten. Ksp does not need it. There is a mod for those who it. Keep it as a mod.
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Want a hud even though the nav ball is enough imo? Ok. Mechjeb + navhud. Should cover it now.
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Once 1.1 goes live this may be moot, but, if you use both ker AND mechjeb you are wasting memory. There is NO FUNCTION of KER that Mechjeb cannot do. Save some space if you use BOTH mods and use MJ. It IS KER with automation. With this said, i only use mechjeb because i need the info and refuse the tedium of burn management and thats that.
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Is there a mod that you couldn't live without?
AlamoVampire replied to Foxster's topic in KSP1 Mods Discussions
1. Mechjeb: need infos and automation. 2. Procedural fairings: need this as it is superior to stock. Period. 3. Novapunch: i like the parts. Not too few not too many.