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Everything posted by WinkAllKerb''
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Has anyone else not bothered with career mode?
WinkAllKerb'' replied to J2750's topic in KSP1 Discussion
yup but it become damn interesting in term of rocket design with a limited part pool and found (for exemple with very high diff career setting or if you're a beginer without much rocket knowledge and experience in the background) I read somewhere and also found true by experiencing it myself (without rushing too much) that throwing a series of landers with the first basic sciences device unlocked to minmus and mun and also @ different altitude over the biomes and bring them backs without the use of antenna allow to unlocks the whole trees pretty quick. http://wiki.kerbalspaceprogram.com/wiki/Science#Activities http://wiki.kerbalspaceprogram.com/wiki/Science#Celestial_body_multipliers -
Has anyone else not bothered with career mode?
WinkAllKerb'' replied to J2750's topic in KSP1 Discussion
it's interesting to manage missions request, flight planning ,cost, unlock, recovery (and design & piloting vessels) all at the same time. I personaly enjoy it a lot. not played since .235 .24 mostly to test the resulting gameplay interest with all the career and science implementation polished in 1.0 -
Sometime ... just the ability to "really entirely" forgive a few things i have learned before.
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nope nope nope but same anyway in in my colour range set xDr Someone with a purple profile setting theme.
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ah ... , and i almost forgot a "TAC fuel Balancer" kind of thing !!! i j u s t c a n ' t l i v e w i t h o u t i t !!! especially when you start to be in the "many" far or not away stations and spaceships refuelings things all around ; ) (because the stock fuel transfer system if it do it's job properly is all but handy, ergonomic and easy to use fast and efficiently : ) I aslo think TACFB UI in itself is perfectible expecially the highlight of container wich is kinda slow and painfull sometime to quickly identify the containers you want to deal with when you have a lot (a container rename may be ?) Anyway, even if his own UI is perfectible too in term of containers quick identifications and selections, actually it remain way faster to quickly target and transfer thing than the stock UI
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*grumpf* & +1
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scale/out so i was playing with mine too ...
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What is the avatar of the person above you saying/thinking?
WinkAllKerb'' replied to Gojira's topic in Forum Games!
sharingan shenanigan shukemon shakeitall -
(speaking around a more detailed calculator inside the stock game this is the kind of thing i m thinking about in term of "ergonomic" GUI coupled with the stages sequencies in the vab and sph: ) Edit: and eventually a sum up top or bottom (especially when the stagging scroll bar pop and aslo slighty decal to the left the current "stock engineers" report and "contracts" icons to avoid popping overlays overlapping)
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with career, contract, & time logic duration, availability and expires i think something like Kerbal Alarm Clock is definetly a must to be stock now to manage and plan your launchs accordingly. Theese and more tweakable accesible stockish, things like fuel crossfeed on docking port, decoupler and a few more slider for certain parameter on some specific part sound legit too (may be an option window where you can set what you want to be tweakable or not for a save like with the career creator at save start) (A detailed calculator like Kerbal Engineer would definitely be a great addition also, even if i don't think it has to be stock in term of gameplay, it's sound legit to be implemted stock anyway for example bottom right with the stagging sequencies in the editor and bodies selections )
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mechjeb is about piloting and calculation , but piloting is a lot of thing beside what it may appear http://en.wikipedia.org/wiki/Pilot & http://en.wikipedia.org/wiki/Calculation what kind of "pilots" & "calculs" does it ruin exactly just to be sure ? and is a single piloting & calcul amongst thooses long lists sum up the spirit of Kerbal space program in itself ? 101% nyan cat supporter here *shrug* &
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Aux anges ici ; ) ayant éviter de jouer depuis la .235 .24 environ ; les changements apportés sont vraiment très bons dans l'ensemble je trouve. Après y a des petits ajustements àfaire par ci par là, mais vraiment dans l'ensemble c'est de très bonne augure pour la suite. Pareil pas encore eu le temps de tout test pour l'instant, je prend mon temps pépère avec une nouvelle carrière, pas touché au sandbox depuis la 1.0. Quasi stock, juste kerbal engineer, kerbal alarm clock, et mechjeb (prochains mods en prio un truc pour les réseaux satellites et du life support, après je verrai y a tellement truc bien coté plugins et parts sets que va falloir test a tout va quand la 1.xx sera posée ; )
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- Unloaded Ships Don't Aerobrake -
WinkAllKerb'' replied to Bug_'s topic in KSP1 Technical Support (PC, unmodded installs)
If i could be oki for "very far" unloaded/unfocused vessels, it's really kinda annoying during launch and landing with multiple decoupling on a single vessel. but: http://forum.kerbalspaceprogram.com/threads/118777-Master-Thread-Parachutes#3 So i' be happy with even more range that could feet all planet "regular" launch & landing scenarios or a "precalculation approximation workaround specially for launch and landing phase (some kind special script for decouplage under low orbit ?)" workaround. -
they already made it ( ; )
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Just by adding a I'M to mortality ... ¯\_(ツ)_/¯ & æ»
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Where can you be found elswhere on the internet?
WinkAllKerb'' replied to FishInferno's topic in The Lounge
something like a half hundred of accounts and a half hundred of nicknames here, may be more ... e-user since 1999® usually i don't like to be found by random people but any "skilled"* user can easily or most simply by pm or else and ++ if affinities. *replace by the yin yang caracter of your choice ; ). -
Someone else is already playing it so you have to wait a long time to be able to play it again. I often have have more interesting exchange and sometime talks with autist than other human being and especially most medics as they totally ununderstand autist because they think they are sicks when they're not. Wecpgw ?
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5/10 i know you but not all of your post are moderated so you're not that famous ; ) ?
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Master Thread: Parachutes
WinkAllKerb'' replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
During launch when lower stage part are decoupled depending of there "distance from the main current stage" / "parachute pressure preset" / "parachute full deployement altitude preset" parachute don't properly and/or fully deploy. this tend to be kinda annoyin' when you attempt to maximize recovery on lower stage in career. Mostly work properly only when the decoupled stage meet all requirement for both pressure and full deployement at the exact time you decouple. But usually the main rocket tend to be too high or too far so parachute don't fully deploy and lower stage just crash on the ground even if they shouldn't. I think parachute and there related physics calculation should have a parallel thread in the engine sidely to the current ship thread physics calculation even this or just precalculation replacment for when decoupling occur like "will the lower stage is supposed to crash ? yes or no boolean". Actually this tend to make the recovery functionality not as usefull and valuable as it should be. thks for reading ++. -
Ok ... so ... after around 3k 4k /played i think that's the first time i really make a plane and go to the pole ; ) nevermind taht's cool and i love it ; )
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The Most Interesting Man In The World
WinkAllKerb'' replied to Flymetothemun's topic in Forum Games!
is not a a man and not born yet anyway.