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JayCheetah

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Everything posted by JayCheetah

  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.
  16. I would go with: RemoteTech Gives satellites real use and adds a level of difficulty to the game. Infernal Robotics It's so much more satisfying to "unwrap" my creations. Kerbal Alarm Clock It is so much more interesting to have several flights in progress and have an alarm warn you for upcoming SoI changes and such. KW Rocketry Having more rocket parts to choose from makes creative me very happy. The Alcor Capsule It's truly amazing to fly a vessel using IVA and this mod makes it look great. Of course RasterProp should come with it.
  17. I never play the career mode and think it's extremely boring It's just so dull and grindy. The science is all the same and this also goes for the contracts. I let MJ execute my standard maneuver nodes circularize orbits, inclination changes. After doing those things so many times, I think it's ok to let MJ do it. Everything else it's all me. I never build spaceplane or anything with wings I know a lot of people love this about KSP, I just don't care about it that much. I edit parts from mods, just to get them more to my likings For example, adding a bit of range on antennas for remotetech, but not that much that the small omni directionals reach up to Eeloo. Adding a 1000km to a 5000km range antenna.
  18. Unfortunally using KAS has been a world of BOOM everytime I used it. I've read the OP more thoroughly again and indeed my problem is mentioned. Working on a new design already.
  19. This is always been one of my favorite mods, but it seems I ran into a bug or basically a plan breaking issue. Designed a Container Crane like vessel in order to move and attach parts for a munar base. Of course before launching anything into space, I wanted to make sure my design actually works. The issue occurs after I attached any part using the Container Crane. The robotic parts either stop working or get a displaced ( screenshot ). Now this isn't the first time I build something that had multiple robotic parts, but it is the first time that it bugs on me like it does. Also the .craft if anyone wants to do some testing. Container Crane Sidenote: The Container Crane is completely stock, apart from the robotic parts and tweakscale being used ( obviously )
  20. Even for someone like me that take most "space" parts serious ( meaning I don't really care about spaceplanes ) it is sometimes hard to memorise every single name. On a sidenote: I find the whole career ( Science and Contracts ) extremely boring.
  21. Why do I have the feeling that most people that would play KSP, are already playing it. Investing in great cinematics will unlikely result in a huge boost in sales. You can't tell me you honoustly believe that the modellers and animators are sitting at their desk picking their nose? As of 24.2, the mobile science lab still does not have an IVA or maybe they can do an overhaul of all IVA's. Can't remember the exact name of the cockpit, but one of the ones used for spaceplanes is also an empty unfinished IVA. Now those are projects that will keep them busy for a while and will result in happier current players, aswell as future players will be happy about it. While I am at it "attacking" the modellers and animators.... How about enhancing the planets/moons textures a bit. Completely agree with this. It's silly to think that people will buy the game based on a trailer.
  22. I try to keep my 100 - 250km orbits clear from debris as much as possible, but I don't care if a piece here and there makes it into orbit.
  23. How would you provide complexity for "veterans", while keeping it "easy" enough for new players not to get overwhelmed? The true learning curve of KSP is actually getting something in an orbit or land on another planet/moon, but the current Career Mode only provides with minor limitations on how you are gonna get there ( limited parts and funds ) The feeling that you achieved something by blowing up a first rocket can also happen by playing Sandbox. My concern is that when a player learned the basics of orbit and such, the mandatory collecting of science and funds to gain access to more parts ( to actually build the vessel you like to see ) has become redundant.
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