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KSP2 Release Notes
Everything posted by ArmchairGravy
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I laughed in the face of improved aerodynamics: Porcine Avionics will not be held down!
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Greetings and welcome to one of the finest communities on the web!
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I'm running the game just fine with 3GB system RAM and a 512MB video card. You don't have to spend a lot of time playing, but you may suffer sleep deprivation because you want to spend a lot of time playing.
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I'm cruising through on Normal difficulty. All of the 90-science nodes unlocked and a few of the 160's. I'm not having any trouble controlling a craft with a heat shield on it. You just can't drop SAS and forget about them like you used to. I just got done dropping this on Minmus: The aero isn't getting in the way of how I do business. Aside from "Stage Only" fuel calculations and airplane path calculation, I haven't found bugs. So far I've found it to be more challenging without feeling as grindy as .90. I've got enough funds to mess about with stuff that doesn't net a paycheck, and the new tree soaks up the science so I'm not halfway through it after a couple of nights play. I figure it's going to take at least a week to unlock the tree. All in all I like the mechanics of 1.0 career mode enough that I won't be running to the Sandbox like I did in .90.
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New Mobile Processing Lab mechanics
ArmchairGravy replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
Yes. Also a scientist can restore them if you don't want to drag a lab around. -
New Mobile Processing Lab mechanics
ArmchairGravy replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
I'm raiding Minmus with a lab. Full Data after 2 biomes, 3rd one on tap. Oh yes, there will be science! -
I am enjoying it so far. I was saying "gonna be a mess" before I started playing it, but have revised my opinion to "pretty great update". The rebalancing of the tech tree and building costs is good. The new aero and heat is challenging without being stupid hard. The revamped contracts couild use some tweaking, but still give me enough Funds to upgrade and have enough left over to mess around a bit. Pre-play score 5/10; post-play score 8/10.
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Don't be afraid to pop the chutes at 25k in the middle of a firestorm. They will pretty immediately slow you down without burning off. This has saved me a couple of times now. ~34k seems to be the re-entry sweet spot now. It will take a few orbits to lower the apoapsis, but you can go "engines first" re-entry safely without a heat shield. The circular bays are a great spot to stick the Octo probe core and batteries so your rescue and science vessels can do their job without going *foom*.
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I reverted so so many times. I'm slowly but surely nailing down the new aero/heat.
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I was freaking out about this as well. I upgraded my tracking station and had no maneuver nodes. I was about to submit a bug report then saw it was an upgrade of Mission Control. It's been too long since I've started a fresh career.
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Thoughts after 10 hours of play in 1.0.0.830 on Normal difficulty: First and foremost: I am having a blast (sometimes literally)! Thanks, Squad for another excellent update! I'm pluggin' and chuggin' through the tree and the building upgrades. I find the cost/reward balance to be just right. Not too easy, not too grindy. Good job on the transition from the early to mid-game. The expanded tech tree soaks up the science, and the building upgrades seem reasonably priced. The new heat and aerodynamics add new challenges which are fun and challenging to work through. I've had to revert more than a few times getting my launch profiles nailed down. Lesson learned: get out of atmo before obtaining orbital velocity. The previous "horizon at 50k" ascent has exploded more stuff for me than anything else. Getting stuff back intact from Mun and Minmus is a bit trickier as well. ~34k periapsis seems to be the sweet spot for lowering the apoapsis without vaporization. There are a lot of rescue missions, which I like. Perhaps too many though. I'd suggest upping the tourism % and lowering the rescue % on contracts. I've unlocked planes, but haven't messed with them yet. That will be tomorrow's focus. Kudos on striking the balance between fun and challenging in the early game. I'm looking forward to getting the tech for interplanetary missions unlocked and seeing how the mid to late game transition works out.
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Tri-Coupler MIA?
ArmchairGravy replied to ArmchairGravy's topic in KSP1 Gameplay Questions and Tutorials
I found the .cfg and edited it to generalConstruction. I did not see it in the Advanced node before I edited it, but it's very possible I missed it. -
Tri-Coupler MIA?
ArmchairGravy replied to ArmchairGravy's topic in KSP1 Gameplay Questions and Tutorials
The Tri-coupler is in Sandbox under the Structural tab where is should be. I've been through every node on the tree in career mode, and I don't see it. Can someone point me to either its location on the tree in career mode, or to a guide so I can add it to a node? -
Where is the tri-coupler?! It's no longer in General Construction and I don't see it any other node. *panic*
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Dang it. They went for explosions and stupidity.
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500! ten chars
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Let the 502 errors commence!
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Oddly, not as many forum users as there way for .90 release.
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Due to the Hype Train crashing the internets, we regret to inform you 1.0 will not be released today.
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Hype has gone plaid!
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Is the guitar theme song in the game, or was that just for Das?
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Let the f5 madness begin!
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Squadcast Summary (2015-04-25) - 1.0 Inbound Edition!
ArmchairGravy replied to BudgetHedgehog 's topic in KSP1 Discussion
Alright. I've watched around 16 hours of the videos so far. Some of the stuff like the heat spread was done well, some of it is half-baked like the insta-scan for resources. Some of it wasn't done at all (tier 0 buildings). I'm sticking by my "gonna be a mess". -
Squadcast Summary (2015-04-25) - 1.0 Inbound Edition!
ArmchairGravy replied to BudgetHedgehog 's topic in KSP1 Discussion
If they are working this hard this close to the deadline 1.0 is gonna be a mess.