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Everything posted by AlamoVampire
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I'm a little worried about the future of this game...
AlamoVampire replied to Renaissance0321's topic in KSP1 Discussion
I think they should always focus on, when applicable, the addition of new parts to this game. I love NovaPunch, but, its a memory hog, I love procedural fairings as well, but, would LOVE to see those sorts of things become stock. Why? Because then, I can focus on other mods to use. If they stop adding new parts themselves, this game WILL dry up. Our lovely modding community is NOT always going to be here, and some mods go by way of the dodo. Like the ISA MAP SAT, iirc the developer of that mod just stopped working on it, and another similar to it had to be added. No, they should always be able to add new parts. IF not for the new parts of ARM, it would NOT be possible. -
Show off your Debris Near Misses here!
AlamoVampire replied to AlamoVampire's topic in KSP1 Discussion
Wow just wow -
Huh? You sure? I dont see any mention on the webpage
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Show off your Debris Near Misses here!
AlamoVampire replied to AlamoVampire's topic in KSP1 Discussion
anyone else have fun and interesting encounters? -
Show off your Debris Near Misses here!
AlamoVampire replied to AlamoVampire's topic in KSP1 Discussion
ravensoul6 yarg man, just yarg. anyone else have some fun, interesting or utterly chaotic near misses and or strikes? -
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.
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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
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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
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for biohazard
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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.
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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
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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.
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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.
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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?
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and if that thing was near the FRONT of the tree, then sure it would be more useful.
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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.
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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. >:-(
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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.
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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.
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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.