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JayCheetah

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    Rocketry Enthusiast
  1. Did straight up. sub-orbital, orbital reentry. All with same result. Launching straight up and letting it fall shouldn't matter, unless craft is too heavy for the parachutes. This worked. Any idea what caused it? Haven't tried this, since other solution solved it. I don't even know how I would start the game through a batchfile
  2. Been away from the game for a long time and I thought giving it another go for 1.11. Made a clean install without mods and launched a simple craft. Started with a single MK16 parachute, which crashed the craft at about 200ms. Maybe the Mk2 was just to heavy, I initially thought. Added more parachutes, like really overkill and the parachutes were just unable to slow the craft down enough. Am I missing something, did something changed dramatically how the parachutes work? Increase the altitude at which they deploy had no effect.
  3. Maybe I'm blind, but can't seem to find any "working" downloads. RPM is up to date.
  4. Any news about the 1.12 compatibility of this mod. My Kerbals are threatening with strikes if they have sit in ugly landers for much longer
  5. Won't be a balancing issue if second skill would a true secondary skill. For example a pilot with scientist as secondary skill won't get the same benefits as the primary skill when Kerbals level up. Secondary skilled scientist could for example reset an experiment, but won't be able to be a scientist on board the processing lab. In the current situation it is very unrealistic when doing a apollo style mission to Mun and obviously you want your best pilot for the lander, but if the kerbal that stays behind in the orbital vessel isn't a pilot, you won't be able to use SAS. ( must be hard to flip that switch for an engineer. )
  6. I would really like to have this in KSP. Just starting a new game with a procedural Kerbol system. It will make the game so much more interesting while playing career mode.
  7. I understand that there are quite a large number of people that don't like career mode and I am one of them. However I still love to play this game and having familiarize myself with "messing" with save files, I am able to set up my own career mode. A stock game will never work for me, as it lacks a ton of features that are only available with mods. For me it is not so much about getting into an orbit or landing somewhere, that's all "been there, done that" I like to for the most part build new vessel, whether manned or probe and make them as well as functional, but also efficient. Squad had created an amazing framework with sandbox game play, it's just that gathering science and doing questionable missions in order to progress is where they did not improve the game, in my opinion.
  8. I most likely also won't be able to play the update when it takes 50 years. Some KSP players have seen too many winters already Great to read that 1.1 is being worked on.
  9. Hence the fact that I mentioned twice it should be optional. Because it allows the player to 'discover' this content. You may be surprises how many people kind of role play in ksp. many people, me included like to sent probes with a real purpose and/or sending probes with a single science experiment to make it all a bit more engaging. I do not really care about the OP's reasoning. I am here to give my own opinion. In case of the information provided about the celestial bodies in the Kerbol system, I think it could tuned down a lot and let the players have the choice whether they want that. Since 0.25 we already have hidden content, with the different biomes.
  10. I hope you realize that KSP is not real life. The main reason for me to have the information not visible, is the extra content it will offer. Sadly you're basically saying no to extra content, whether optional or not. Ground and or space based telescopes can offer decent initial data, but only by sending probes/rovers scientist can have a better understanding.
  11. I would really want this to happen. I could also understand that some people won't. Make it optional, so both sides win
  12. I am really hoping they keep the modders well informed and updated. Haven't played KSP for quite some time and I will only start playing again as soon as my favorite mods are 1.1 ready
  13. Partially I can understand that the devs want to have game thats the same for everyone, but people who want more challenges and/or have been playing for a long time, might want to have something completely new to explore. It does not have to be implemented as mandatory, but as a option. I would love to fail hard on planets and moons I have not visit 20 times before.
  14. Looks great, but will it also have RasterProp integrated for a great looking IVA?
  15. Good thing part.CFG's are easy to modify. Noticed that the Copula was overweight a long time ago, so I changed it myself to 2.5t. Squad should have a look at parts like this and make proper changes.
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