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iLlama

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    Rocketeer
  1. Career is the way to go! even Duncan from the Yogscast built a decent rocket in career mode! if you have seen his videos on sandbox KSP you know what i mean
  2. Exactly, you can build big from the start and if you are a newbie you are likely to do a mess and blame the game and not understanding what you did wrong (in that mess multiple things could have been done wrong and it's hard to figure out even for pros). career mode forces you to start simple, understand what the parts you have do and learn how to use them before giving you the new ones. not only that you also learn the basics of piloting and building because you need to do a step before making the next one (sub-orbit gives you an idea on how much fuel/thrust you need and how hard is your rocket to control before moving to orbital and screw those things up). I strongly recomand playing the career mode frist and then move on to sandbox when you feel more confident (but really career is still a lot of fun when you are good at the game i play it more than sandbox now, love it!). The wiki career it's fun for experienced players because it's hard, it's not designed for learning, go read some tutorials instead. Also stay away from cheats, they make things easy but that's not the point of the game so they spoil it a lot and it's not fun and challenging anymore! Happy launchings!
  3. there is practically no difference in playing the campaign and using those simple rockets for learning because the unlocking process forces you to use those parts. a problem of copying those prebuilt ships is that you do not learn and understand how to use the parts properly because you are just copying so play in career mode.
  4. Do not worry this game is still in heavy development and has much more to offer, just look at the planned features and you will see we are very far from a finished product, i played KSP since 0.13 and even when it seemed this game reached it's final form something completely new was introduced: 3m stock parts, more planets, the SPH, new textures, docking, and so on… i'm sure that the devs won't let us down because they are geniuses and have ALOT of creativity! On the to do list there are still a proper areodynamic simulation (and wheater?), two more gas giants with moons, maybe an asteroid belt (?), biomes for all celestial bodies, a full career mode with money, ecc. and then whe have a plugin system and a modding community so fantastic that i'm sure we will recieve even more content (Ferram Aerospace Research, Remotetech, Deadly reentry, KSPX and Kerbal MultiPlayer are incredible examples of how the community can change the game even more than some updates do), so yes, this game has more to offer. Dude go buy this game!
  5. I would start with the campaign mode because it's hard to work with 160+ parts when you just got started and you don't know what those parts do and you end up building ****ty rockets. In this way you must start small and then grow bigger following logical steps. For example you can't rush for the mün in the first flight but you need to make a suborbital flight, then an orbital one, then a higher one, then a münar orbit and only then you can land on it because 1-now you unlocked the necessary parts AND you tried them before so you know what the parts do 2-now you know what you need for each step (how much fuel, electric charge, thrust and wich parts you need like parachutes, landing legs, power, winglets and so on), this makes the wiki campaign unnecessary. If i were you i'd stay away from cheats because with cheats you don't get every single aspect of the parts you are using and the maneuvers you are performing.
  6. Is there a proper tutorial on how to set up a KMP server?
  7. the Xe-54/H2 Acquisition Device and the XR-1-Type Prototype Multi-Intake are completely overpowered! you get infinite delta-V by time-warping when you run out of fuel! it spoils the game so much, turning on infinite fuel doesn't make any difference! if you just bought KSP and you can't reach Eloo in the first mission it's normal because it's not supposed to be easy
  8. looks awesome and adds a whole new use for probes (they weren't the best for gathering science)! keep it up this must be implemented in the game!
  9. I read a post saying that a manned lab that requires energy and crew will not be implemented because a thing that produces science based on time would break the game (you just use time warp and wait) but if you use the data system described in this post it is possible to have a manned lab that requires energy, kerbals AND supplies from KSC so you need to send rockets to your space station in order to perform experiments and it's not just playing the waiting game. science yeld from experiments depends on which planet you are orbiting/landed on so you can perform experiments in a base on kerbin's north pole but a space station around jool or a research facility landed on duna yelds more. hope you like my idea
  10. Also it's absurd that you can store only one crew report at a time (not too bad because you can send it back without penalities but the same rule applies to EVA reports)
  11. also planes are a bit useless at the beginning maybe that will need some fixing?
  12. also that idea for a 2.5m manned lab would be cool especially for space stations or surface bases if it has the ability to process samples directly on the site. should be implemented. and as well i find strange that a thermometer can hold only a temperature at a time
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