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Anquietas314

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Everything posted by Anquietas314

  1. 1: To some extent this is already in - you could consider science points and/or reputation as a form of program experience. A more explicit form of that might be quite cool though 2:This would actually encourage the behaviour you want addressed; if it's more expensive to train new kerbals than to keep training the old ones, then of course you're not going to do that. I would like to see a deeper training mechanic, but it should be cheaper, not more expensive, to train the new guys than the old 4: The accomplishment tracking is already in, it just isn't displayed clearly on the screen (have a look through your persistence file), but it would definitely be cool to make the loss of a kerbal scale with the experience of that kerbal (since the guy who's been all the way to jool is going to be much more famous than the guy you just sent into a suborbital trajectory). Overall a pretty good idea though
  2. You could try Active Texture Management if you don't have it already; it cuts down significantly on memory usage. It can make textures look quite ugly though, and requires some non-default configs for certain mods (e.g. interstellar)
  3. The same button exists in the same place in the in-flight map view. It's just hidden until you move the mouse near the top of the screen.
  4. Nope, there's no upper limit - you can do them from orbit. Not only that, you can do them from high orbit! (This however requires some very precise navigation - even on the Mun.)
  5. You could switch back to 32 bit. There's not a huge difference unless you're using mods - most of which don't support 64 bit anyway.
  6. A quick search for "0.90 career fully upgraded" found these on the first page: http://forum.kerbalspaceprogram.com/threads/103662-0-90-Career-Buildings-fully-upgraded-in-both-32bit-and-64bit-versions http://forum.kerbalspaceprogram.com/threads/103115-The-buildings-start-out-fully-upgraded-in-career-mode%21-Please-please-help http://forum.kerbalspaceprogram.com/threads/103372-Space-Center-already-upgraded-on-new-64-bit-save It's a known bug with 64-bit if you're using that one, otherwise see the first link EDIT: damnit, ninja'd.
  7. This seems like it would be an extension of that system - and a cool one too. I think these numbers are probably a little too high though to be balanced. If they were all around the same as the fuel usage one, possibly allowing you to stack them (with diminishing returns), I think that would be okay.
  8. Like I said, I can't guarantee it will work, but good luck all the same The units appear to be seconds btw, in kerbal time 736029 seconds is a little over 34 days (6 hour days remember), which is consistent with my save
  9. Then yes, the game is being stupid with your hardware. Post a thread in the support forum with a full DxDiag dump, perhaps there's a fix for it. If not, you can always hope they fix it in the next release See the "bug reporting guidelines" and "self help" threads in that forum first of course. My 8-year old nVidia 8800GTX is perfectly capable of displaying the new effects. It is a little laggy at times, but not unplayable Meanwhile, certain older integrated chips in laptops and so on may legitimately not have the hardware needed.
  10. There should be something like that in the save file somewhere, but I don't know where off hand. To avoid those kinds of problems in future, I highly recommend the Kerbal Alarm Clock mod. It has features which allow you to kill timewarp or pause the game upon approaching a point of interest. EDIT: In your persistence.sfs or quicksave.sfs files, look for the following: FLIGHTSTATE { version = 0.90.0 UT = 736029.128011023 This is the first occurrence of FLIGHTSTATE in my save file, but this may not always be the case. "UT" here means universe time. You could try setting this to 0 or some other value, but I can't promise it will have the desired effect and there may be unpleasant side-effects (game crash, inconsistent state, etc).
  11. Fine, we can continue this via private messages if you would prefer.
  12. The problem there though is that the valley's quite narrow and not quite straight - which is particularly a problem if you're coming in from orbit.
  13. If you don't mind "cheating" slightly, you can set the strategy for converting funds to science in the admin building... it's quite severely overpowered though. But, yes for the most part you get the most science from manned missions. Probes can be cheaper, but they also require solar panels or an RTG to run for extended missions, and unless you bring them back there are quite harsh penalties for transmitting as opposed to recovering the experiments. It's worth considering btw, that quite often the same launcher can be used to send a probe to Kerbin orbit and all the way to Duna or Eve, and if you design it just right even further.
  14. It's very important to note that under no circumstances unless you're insane or don't mind losing the kerbals involved should you land on Eve with a manned mission; in stock it's a one-way trip unless you build quite an insane lander. The same goes for Jool.... although that's a guarunteed one-way trip to the surface It kills you.
  15. What graphics card/chip do you have? It's very possible the game's just being stupid with your particular hardware - there have been a few cases of that before (my own hardware's a fairly minor example)
  16. You can get the necessary science quite easily from Kerbin; the tier 1 launchpad is plenty to get to orbit. You can go to the Mun or Minmus too, but, at least if it's a manned mission, you probably won't be able to land there.
  17. Technically you can still comfortably complete the tech tree without ever leaving Kerbin's sphere of influence, but the real money's in doing interplanetary stuff A very useful web app for planning transfers to other planets: http://alexmoon.github.io/ksp/ Even though you want to play stock KSP, I would still recommend Kerbal Alarm Clock, mainly because it will give you friendly reminders when a transfer window is coming up (you can also use it to help with not missing maneuver nodes and so on). It doesn't add any parts to the game, although it does store its reminders in your save file (so be somewhat careful if you decide to remove it). TriggerAu has another mod that's essentially an in-game version of that web app, but I don't think it's been updated to 0.90 yet. EDIT: I stand corrected, the mod is updated: http://forum.kerbalspaceprogram.com/threads/93115-0-90-Transfer-Window-Planner-v1-1-3-0-%28Dec-20%29
  18. I was typing what I said before you posted. Just look at the timestamps.
  19. No you don't need to use a scientist. The mobile lab requires a lot of power to run, but otherwise it's just a case of right clicking it and pressing the buttons.
  20. Like I said, turbojets are more fuel efficient *in the atmosphere* that means you can reach orbit with more fuel! RAPIERs are nice on small planes because it means you don't need 2 kinds of engines. When you have loads of them that benefit disappears, so it's better to use turbojets (which will make it easier to get off the ground! more thrust!) for atmospheric flight and dedicated rockets for when you're ready to go to orbit. You can also get out of the atmosphere using only the turbos.
  21. Oh I think you'd be very surprised at what you can do with the tier 1 launchpad. The first upgrade isn't that expensive even on hard mode - 3-4 satellite contracts early on more than cover it.
  22. While all of that may be true, the vast, vast majority of games on steam have no affiliation to valve whatsoever, other than the fact they're on steam. There are THOUSANDS of games on steam! While valve don't publicly release the cut they take from those sales, most estimates are between 10 and 30 percent. That is a lot of money, far more than all of valves games combined have made. I also addressed several of your points in my previous post. It's also worth pointing out that back in the late 90s/early 2000s, modding was quite a small part of gaming, at least compared to what we now see with KSP and other more recent games. Most of valves sales for the half life games were generated because they were good games, not because they had so many mods. You being in the modding community doesn't add any more weight to your argument either. You probably saw that valve were doing well, and that the mods you and your friends worked on also were quite popular. That doesn't mean there's any correlation. As for "making the argument" rather than "asserting it", it is not my job to look up the figures for valve's income. Google is right there, use it.
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