-
Posts
2,604 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by AlamoVampire
-
Renaming a Save File
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
right now, I have 2 saves that I am renaming: Test Box and Career Test Box, funny thing is, on that first one, I did NOT intend it to become my main <well, former main> sand box lol, it will be missed. I am HOPING that once the sandbox is operational with the asteroids I can do a mass copy/paste of the other save files persistent and quick saves to bring all my missions over, otherwise, its re-launch madness :S -
i use it for pretty much everything that i do. be it just for information, or for the tedious tasks or because i am being lazy. the fact that the devs intend us to repeatedly doing the tedious stuff is sketchy regex. i for one prefer to let autopilot handle the long burns or the tedium of repeated dockings. the fact I can set mechjeb to DOCK onto a specific port lets me do other things like swapping crew around while it docks. efficiency at its finest.
-
any time biohazard, just for reference, if you want to do those albums yourself, heres how [ imgur ] jfMEv [ /imgur ] with out the spaces. each album will be different of course, as far as that tag in the center, but, thats the general idea
-
Kashua from what I have seen on the streams they hit water and make an absurdly small splash, but they hit at like 100+m/s not sure if they would float if you managed to get them down slow enough.... should be a fun thing to try
-
for biohazard
-
Renaming a Save File
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
im going to do a test shortly based on what Kashua said <yea, gonna back up persistent and quicksave just incase> and try a save file rename to make sure its okay, otherwise, I will take the other suggestion here and do a full out copy before 23.5 hits will report my findings :) UPDATE: Save File Renamed, no apparent damage. Again, Thank you all. -
Renaming a Save File
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
My KSP is via steam and it autoupdates. Good to know a file name change wont break anything thanks Kashua -
why are we even debating this? To me, having to cart up 2 kerbals + a lab + a probe with assorted experiments is not exactly the model of efficiency to me. it means I am burning MORE fuel than I would to just send a spam bot up or several spam bots for that matter. I honestly think, we wont see eye to eye on this. yes, in the TRUE spirit of efficiency, I am probably taking the longest and bumpiest path, but for me, and speaking ONLY for me, when I think of grinding, I cant stop from thinking of FFXI <those of you who played it know exactly what I mean when I say its a grind fest> and the tedium of grinding xp out. I want my xp as fast as I can get it in as short a time frame as possible, so for me: spam in a can is my path to ease the pain.
-
wouldnt know on that. I gathered as much science as I could from a single capsule, Jebediah and a run around KSC lol. technically, given kerbals can hurl these things into space, it would be conceivable that there is a camera in the materials bay and the goo canister to observe, so, again, my point stands. lets look at my probe again shall we? at the top is a sensor package for atmospherics. thats 1. below that are 3 or so goo cans if memory serves, 1 materials bay, 6 gravioli, 6 thermometers, 6 seismic, 6 barometers. SO, on that 1 probe I had a TOTAL of 29 sensors on the thing. I would have to actually load KSP and go to where the thing is currently sitting in space, I think I left it on Bop... to get a more accurate count of its sensors, but, it was not a 1 or even 4 trick pony. I also ran an experiment about 30 min ago <as of this post> to see just how much science is actually needed to unlock the tree with the mods I use, and its about 17k and change. I am open to suggestions on a 3-4 mission or so slam run to fill that tree in otherwise its save file editing
-
I think it should look realistic AND not realistic, and as far as complexity? I think there should be the ability to go as complex as a PLAYER wants it to be or to be as docile as they want. NOW, let me explain the first part hehe. I think it should look as realistic as possible WHEN and ONLY when: Real World Organizations such as NASA <A.R.M.> are giving SQUAD permission to use the likeness of their tech, which is how I think it SHOULD be, but, it should also NOT be realistic when we are using parts that are NOT based <appearance sake at least> on NASA or ESA or JAXA for example.
-
my tech tree was unlocked COMPLETELY a day perhaps TWO after .22 came out, so, it did NOT exist when I burned through the tree using this beast and several of its kin: This thing was capable of 2-3k in science when used as intended.
-
1. Mods: I am unsure if this is support, as it is more of a question prior to ARM being given to us, so, please, feel free to relocate this to SUPPORT if this belongs there. 2. Just a quick question to ANYONE who knows this one. Okay, here is the question. When ARM comes out, I want to rename my current SANDBOX and CAREER modes with their current name and: PRE ARM added to them. Will this break my saves if I try to do this, or should the game be able to cope if I do this and then load as normal?
-
and if that thing was near the FRONT of the tree, then sure it would be more useful.
-
when it comes to getting my xp i want it as quickly and efficiently as I can, and sadly, send mission, burn 2 goo cans 2 mat bays on either holding 1 set of data each OR transmitting them, is inefficient, when I should be able to use the goo, after all I am not doing ANYTHING OTHER THAN LOOKING AT IT, as often as I need. I mean heck, do you toss your tv out after watching 1 show or 1 movie to get a new one? NO. Why? because its financially INEFFICIENT for you, and wholly flawed to toss something after viewing it ONCE. IMHO it should be the same for viewing goo or materials. @FEichinger: I sincerely HOPE they make it so we dont need a NEW save to make them appear, because its gonna be the first update since what .21 to break a save file after an update? it may not be .24, but, its a large enough change to be an update itself i think.
-
I just got CONFIRMATION from Scott Manley during his ONGOING STREAM that we DO NEED A NEW SAVE Why should you want efficiency? Because it makes things quicker AND easier. Now I have a bad headache, my career mode was wasted it seems. >:-(
-
transfer ships and missions already underway with extreme caution. I had help moving a station that was in orbit from my SANDBOX to CAREER and it caused: 1. the MET of the station that as far as the sandbox was concerned had been in orbit 1 day and change, when planted into CAREER? 10 years and change, the kicker? Career mode was only 4 YEARS and change in game time. 2. the orbits <if in orbit> are very very likely to be MIRROR COPIES. I had my station <SB or Sandbox> in an orbit from SW HEADED NE, when transplanted into <CM or Careermode> it was now from the NW into the SE. 3. became absolutely DELETE, MODIFICATION VIA SAVE and CRASH PROOF. I forcibly deorbited this nightmare and aside from losing the extended solar panels this nightmare BOUNCED for several kilometers before stopping and being otherwise UNDAMAGED. be very cautious if you intend such a transfer.
-
1. I do. 2. You should too. 3. I am a veteran of the king of all grind games, Final Fantasy XI, where the ONLY way to level up was to grind monster after monster after monster and god forbid you die, because then you LOSE xp and potentially your LEVEL. So, given that I hate grinding, the faster I can punch out my science boxes the better. I want to pack as much science into a single bloody mission as I can, and back in .22 I did. As to whomever said I can get as many science points by editing a save file, ya right. I know just enough about coding to A. return Jeb, Bill and Bob back to life, and that I can even screw THAT up if I am not careful enough. No, its either be able to hunt these buggers down in my current career mode or a career mode ending headache. Do I sound whiney? Probably, but, I honestly think that since they have managed to make each update <since I came here back at .21> NOT break the saves from the prior version <holds true from my POV from .21 into .22 and then into .23> that, there is 0 reason they cannot have these buggers spawn INTO current saves that it should be possible now. Id request <knowing that our beloved devs do read this, that if one of them sees this, please clear up this mess, do we need new saves to see the asteroids with ARM or not.> Id ask those who have already had a chance to play with ARM to answer, but I think they are bound by NDA's atm.
-
Wait, new players start with Mechjeb??
AlamoVampire replied to Renaissance0321's topic in KSP1 Mods Discussions
Autopilot is autopilot is autopilot end of bloody story. -
0.23.5, a platform for easy modulation?
AlamoVampire replied to horndgmium's topic in KSP1 Discussion
According to Felipe the asteroids appear only near kerbin. Check scott manleys interview with him if you think im wrong -
Wait, new players start with Mechjeb??
AlamoVampire replied to Renaissance0321's topic in KSP1 Mods Discussions
As a staunch advocate of mechjeb i honestly feel 0% LESS accomplished by using an autopilot. Why? Simple: 1: i am an rc pilot and would love some automation in the experience. 2: i have flown a Cessna and autopilot was useful. 3: i have probably 2-3000 hours or more on flight sims and have flown transoceanic and even on a sim autopilot is a major asset. That said to those who naysay it: bugger off as your way aint our way as ours aint yours. -
Wait, new players start with Mechjeb??
AlamoVampire replied to Renaissance0321's topic in KSP1 Mods Discussions
sod off. i do not need an irritant like you to get me any more buggered up than I already am, so again, kindly turn around and sod off. -
still one heck of a grind now in .23. I tried a new career save when .23 came out to see how it changed from how I did it, and it well, nearly had me tearing my hair out it was soo inefficient. The days of massive science probes like this: where I can send maybe 2-3 of them out into the void to hit a few planets and get 2-3k in science PER vessel are gone, and that drop in efficiency makes me want to avoid new career saves like the plague.
-
its not that I am attached to my save, its that, the grind for science points was frustratingly boring the FIRST time around. I do not want to have to do that again. Can I? Yes. Do I want to? ABSOLUTELY NOT. Why? Because they broke the mass repeating ability of science. I cannot do 1 mission with 2-3 goo cans 2-3 materials bay and tour the solar system for profit. Now, its: use it, transmit and its done OR use it, save it and its dead weight STILL, just with 1 round of science on it. No, as much as I hate grinding my way through XP or in this case SCIENCE, I want efficiency not forced repeat trips.
-
With the edition of larger more potent engines, your concerns would seem valid, if not for the precise factor of kerballing something together. I found, and this is NO joke, that with access to the 5m stuff from NovaPunch, I thought: Hey, SSTO stuff is in my grasp. NOPE. I found that with bigger engines came bigger rockets came the need to asparagus stuff STILL. want proof? this is a 3.75m heavy lifter I dubbed the Okto Heavy Lifter. Why Okto? No clue, but hey why not right? Point is, its a 3.75m core with 6 2.5m 4 engine Asparagus <thats 4 PER booster> secondly, I am wholly excited AND disappointed by what I have seen thus far with ARM. no robotic arm? come on guys, give us one already, mods are nice, but, it would be nice to NOT have to build some frankenstein arm. ALSO, It upsets me that from what I heard, we gotta start a NEW game to get the asteroids? wtf? then why do ANYTHING in science right now? Whats the point? I have had my tech tree maxed out since 2-3 DAYS after .22 gave us science, and now you tell me I gotta do it all over again? um NO. someone figure out how to plug nasa INTO current game saves please, and THEN post a thread about it please.
-
Wait, new players start with Mechjeb??
AlamoVampire replied to Renaissance0321's topic in KSP1 Mods Discussions
Well first thought is: this post im quoting is almost word for word that of the op which seems questionable to me. 2nd is to each his or her own on how to play. Third autopilot namely mechjeb is NOT automatic easy mode.