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Dispatcher

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Everything posted by Dispatcher

  1. I think KSP can appeal to a lot of people, regardless of age (OK, let's say around 8 on up). I personally know some video game players who are middle aged and older (one is almost 80), and they play shooters like COD, etc. online. The one who is almost 80 also plays KSP and Space Engineer, and builds levels in other games like Sauerbraten and one iteration of Far Cry. If you think about it, the Space Age has been around for about 60 years or so, and anyone that was a kid as early as the 1950's would probably have fun playing KSP.
  2. It really would be a one way ticket. After reading "The Martian", I've gone from "no" to "hail no".
  3. The idea of moving vast resources from one planet to another is just not doable with current technology and time scales.
  4. Ideally, your design would be symmetrical, in terms of balance.
  5. For once, I can't think of any game that I like (or know about) which fits your description; unless its Zen Bound and Zen Bound 2. Edit: take a look.
  6. In Mexico & US, it is Cinco de Mayo today; celebrated for a few reasons. Not sure what mods people will use to set it apart from other days. Edit: Maybe it would be a good day for that v. 0.24 release.
  7. I expected it to be a "so-so" movie, but we enjoyed it very much. Effects were first rate.
  8. I use Snapz Pro X, which captures stills or video, with or without audio. It doesn't cost hundreds of dollars, but its more than $50US. Its $69 but you can try a free demo to see if its what you want. I import the Snapz Pro output into iMovie to edit it, then export to whatever size and format I want. I have no complaints about Ambrosia's products. http://www.ambrosiasw.com/utilities/snapzprox/
  9. You need some more ladders and rungs on that thing.
  10. Those really are good, Vanamonde! I'll try to add a few, let's start with some themes. and , both themes by Power of Seven. Myth III . . Yeah, those were all Bungie titles. So now some other brands. , . Unreal isn't all heavy, but its ... . Also not heavy, but creepy, is Clive Barker's . OK, are you Serious? that is. Yeah, but it wasn't Kraftwerk. is slooooweeer, but nice. too, but not tutu. If I think of any more, I'll edit and add them.
  11. As mentioned above; here's one thread you might like: http://forum.kerbalspaceprogram.com/threads/74198-Which-games-do-you-play
  12. I like them all; each series a bit different in its way. You'll like them.
  13. I'm very happy for you. Keep up the good work and I wish you continued success!
  14. I too would avoid using RealFuels until becoming proficient with getting to orbit and then to a target moon/ planet (and back). I don't see a problem with mod parts, as such (such as fuel tanks, etc.; see my sig line). I do recommend Kerbal Engineer or MechJeb for the dV, TWR and other data read outs; also a dV chart (you could Google for one of those). Good luck!
  15. Ah, “Classic†games. Spoiler videos, with a twist, ahead: , , , , Oni, , , , Undying, and .
  16. I'm assuming that I've been comatose on Earth. Since all life on Earth will be wiped out in 2 days, this makes for a very short apocalypse; with no life surviving. I choose Other; that Hawaiian vacation.
  17. The Matrix and Portal inspired by Bungie? Sure, why not? Watch these and see why: Free play on your computer! Free for iPad & iPhone too! See ya star side!
  18. I've docked before; I'm not yet good at it. I intend to do more with it in the future. I suspect I'll try orbital assembly once I get good at docking. What makes the game fun for me is using whatever approach suits me at the time ... and seeing how others approach the game. I'm always amazed at the variety and styles used, as conveyed in photos and videos here.
  19. My "preference" is to build the entire mission and launch in one go from the KSC; I've never tried space assembly (but if KSP had a stock orbital VAB I'd use it). From the top: my current approach returns only the command pod and science modules (because I do random location landings and gather Kerbin science during reentry and after landing or splash down). Those are part of a combined lander/ return vehicle. After landing on the target object, it releases a crewed rover, which remains on the target. Lander and rover each allow EVAs and science. Destination and lander/ return transfer stages use LV-Ns. I use 3-symetry most of the time. The launch stage is usually a modified subassembly. Some relatively early designs (this one was in Sandbox): Early in the tech tree is challenging. As tech unlocks, its more fun. Largest payload, Laythe mission (no launcher yet), pre ARM: Now with ARM, launch stages are much simpler:
  20. I use open source Gimp. Edit: if you know how to use Photoshop, you know how to use Gimp. Similar interfaces.
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