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metl
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Everything posted by metl
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So you've unlocked the whole tree. Good for you. Now actually try to pay for it using those same three missions. You can't do it. The mainsail is what? $60,000 funds? Something like that, just to unlock it. If it is too easy, play at a harder difficulty level. This game has options galore for making it easier or harder. I play on hard, and a couple of mistakes when trying to reach the Mun can empty my funds. The last thing i am going to do is commit 50% to science, because even if I unlock the tree, there is no way I can afford all of it.
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Okay, so I had gotten used to playing with Mission Controller 2 since the .25 update. I just liked the way it integrated. But since Finepint will be coming to stock, I decided to swap it out. I am terribly disappointed. I get constant aerial survey missions, which I just find dull. Then there is the constant stream of base/station building missions. ...? How many NEW stations do I need to put around places? Why don't I ever get the chance to add-on to a station? Once a satellite is up, that's it. Might as well destroy it cause you will never go back to it again. While I appreciate that Finepint did add a little onto stock, it didn't fix anything. Missions are still repetitive with no reason to actually complete them except for money. At least Mission Controller's satellite missions have a chance to spawn a repair mission. The location rings and markers are a very nice addition though. Help me out guys, am I missing something? I just can't see the huge appeal to FinePrint as it sits.
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I tried to be hard core, i really did . . .
metl replied to Meta Jonez's topic in KSP1 Mods Discussions
I've tried FAR and NEAR off and on several times. I like the more sensible lift and the way aerodynamics work overall, but I just couldn't handle the punishing, brutal penalties for getting too far off vector. Its like we went from one extreme to the other. -
You might try the newer 1.0.11 KER. It integrates into stock extremely well. and you can customize on the fly what information gets displayed.
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Much like the dude's idea to build the Enterprise.
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Gya! The grammatical errors are making my eyes bleed!
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That worked. Thanks for the help!
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Better Atmospheres goes good with those, plus Renaissance is good, as well as Hot Rockets, Cool Rockets, and SmokeScreen
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Surely someone has experienced this with suit textures and knows what is causing it? If you notice, the shadows are opposite of the actual shadow on the ground.
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Dang It! already is based on service life, and the longer teh part is in service, the higher the chance of a failure. Partial failures (small annoyances like a light not working or a leg not extending) wouldn't be a big deal. But when failures affect components which directly impact the success of he mission, that is where the problem is. If you send a probe and get a fuel tank leak, you can't do anything about it. If you build to tight specs and the engine suddenly loses half it's TWR, you can't do anything about that (especially if it is a deep space probe.) There is a fine line between being fun/entertaining, and just downright hindering. The same goes with life support. As I said before, TAC and the other current working LF mod both require electricity for your Kerbal to live, plus oxygen scrubbers, water recyclers, etc. That is a bigger problem than simply needing to attach a small canister of generic "supplies" to ensure your kerbal has enough supplies (whether it be oxygen, carbon, cookies, hydroxide, whatever the little things survive on or you want to pretend is in it) to last a given time frame. Disconnect electricity from life support (because a munar mission before batteries is certain death otherwise), make the containers fairly lightweight, figure out some sort of "holy crap I don't have enough supplies until the rescue mission arrives" workaround (the costly supply missions option mentioned earlier might be a solution), and Squad might be able to make something that could be acceptable. Everyone needs to remember, not all players are looking for a real life simulator, they enjoy just getting to play with rockets.
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So I am a huge fan of J's specialized suit pack. Ever since 0.25, there is a square on the back of the helmet and the whole suit seems like it isn't processing light properly. Is this a known problem and does anyone know how to fix it? It looks like maybe it's a normal map issue, but I'm not a graphics artist and would not have a clue how to fix it. It happens with or without ATM, and either DX or OpenGL. Thank you for any help you could provide. Here is the link to the original post and download. If there is a more current version somewhere, I can't find it. http://forum.kerbalspaceprogram.com/threads/60961-0-25-TextureReplacer-1-9-2-%288-11-2014%29-KerbalStats-integration/page96?p=1192556#post1192556
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I can agree with that sentiment. Now that I have learned how to use KER and Dv properly, I couldn't imagine going back. Launches are now technical and I try to shave off down to the minimum needed (without actually emptying tanks, I just use smaller tanks.) My landers are much more smaller than they sued to be, much more technical. They have definitely lost that Kerbal appeal. I still love the game and play it more hardcore now, but it did lose some of the "magic".
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Narcissistic tendencies with hyper-stimulated defensiveness and an extreme fear of failure. Got it.
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I used to be in favor of failures. I thought it would be fun. Until I used Dang It! to build a probe which was only going to Duna. The tank sprung a leak during transfer. There was nothing I could do to fix it. Mission over, try again. At that point I realized that had it been a manned craft, I would have had to come up with a extreme rescue mission, or wait for a launch window. That was not what I thought would be fun. I was looking for those "Apollo 13" moments, and instead got a "joke's on you" moment. Mod removed. I then thought I would give life support a try and used TAC life support. I watched several players using it and honestly thought "I got this." During an early (too early) mission to Mun, I ran out of juice and Jeb died. The next ship suffered the same fate because I failed to recognize the constant power drain from the RemoteTech antenna. I decided that having electricity tied to life support was a terrible way to punish someone for trying to push the tech limits, especially since life support would have lasted for over a year, but I only had enough electricity to last for four hours. Grind Kerbin for science or remove TAC? TAC removed. I also tried KCT and did exactly what Harvester speculated. As soon as I had to wait for something, I warped. Then warped again for the next. And the next, and the next. Finally I came to the conclusion that as fun and nifty as it sounded, it really wasn't any fun. Not terrible, but tedious. Mod removed. Prior to these incidents, I would have fully supported having these features in stock. Since then, I have learned that some things need to stay relegated to mods. As far as procedural parts, I know from experience how many tanks I can stack on an LV-30. It took a while to learn that. If I was a new player, I couldn't imagine trying to learn how much fuel to weight to thrust I would need to reach even orbit if I had to manually set the amount of fuel. I think Squad has things squared away good. Harvester's statement said it best when he said there is something for everyone. Some things some people like, some things others like, but nobody dislikes everything. You can't please 100% of the people 100% of the time. Trying will only result in everyone displeased all the time. they've hit a good balance which is why this game is so successful.
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That is awesome. I don't know how I missed it!
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Kerbonaut abilities idea
metl replied to Streetlamp's topic in KSP1 Suggestions & Development Discussion
Did I miss something? I thought KXP was still in? -
Finding the Dv is good info, but there is still the terrible problem of figuring out where to set up the transfer without using all guesswork (unless you study orbital mechanics or have a phase angle mod.) I hadn't thought of it before, but like previously suggested, maybe there could be an "interplanetary flgiht" button that would give you a rough maneuver node, but could be fine-tuned for maximum efficiency. Hell, even incorporate it into the difficulty settings.
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Except you still end up waiting. Regardless of which method used, you still have to wait for the proper intersect. That being said, this is about the only way for most players to do it unless they spend time looking it all up and/ or installing a mod to do it for them. My first trip to Duna was done this way. After warping at max warp for over a year, I finally decided I had to find a better way. I hope the needed information gets added to the tracking stations eventually that would give you a rough window to launch for the best intercept. For now, I use protractor (although somehow I always still need more Dv then the charts say.)
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I don't mean to criticize everyone's Eve returns, especially since i haven't ever even tried, but if you use hyper-edit to test the craft before ever attempting it, are you really a KSP expert? Maybe it really is harder than I could imagine, plus the time investment for failures would have to be quite high, but using hyper-edit to do it just seems... wrong. But like I said, I've yet to even try so please don't think I am knocking those that can do it.
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This was already gone by the time I came around, but I always liked the looks of it. I thought it was just a 1-kerbal capsule though. To me, it would make better gameplay sense to make it a 1 kerbal capsule, then give the textures an old and worn look and have this replace the starting pod (but not by much, maybe just move the starting pod to Survivability.) Good work bringing it back though.
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Giving it a download now. Awesome work. I don't do many in-space construction projects (mostly because of the strutting problems.) I never liked QS (it just never felt like it belonged) and using KAS and going EVA was just too tedious. Perhaps with this mod I will finally build a massive interplanetary ship.
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I am quite certain this has probably been asked and answered, but I have spent an hour digging through the forums, trying to find links to texture packs (suits specifically.) In doing so, it occurred to me that I could not find a single thread where all of the known links were gathered and organized, mostly because the original creators simply posted them as links hidden inside of the texture replacer / universe replacer threads (or as best I could tell anyway.) Would anyone be willing to take on the task of gathering all of the known and working links to the various textures currently available and make a stickied thread for easier finding of new textures, much like the current mod/plugin thread?
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Where did you come up with this idea of Squad abandoning Career? They have gave no indication at all of that and have stated the opposite. Now that all of the framework is in place, they will be refining career and adding smaller additions until it fits their intended vision, which did originally include resources but was shelved when they decided the system they had in mind was simply not fun to play. I would assume they have since came up with a new idea and direction for that part and have decided to go ahead with it.