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Everything posted by LadyAthena
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I agree honestly. But who cares since we got mechjeb. Though the additional information should be added to the game regardless as it is pretty essential to making a proper rocket without complete guess work and yoloing it, which is honestly not very user friendly. That being said, for everyone who says "oh but but Mechjeb is cheating!" Uhhh no, not really. I consider it another form of simulation and role playing. You see. IRL the pilots, engineers, scientists, and even ground control have what you call Mathemticians who give them the coordinates, burns, and all that jazz Mechjeb gives you... So no it's really not "cheating"
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There are a crap ton of mods for this game. Why are you complaining? Procedural wings is already made and done. (No reason for Squad to flood the game with stuff when it's already made and can be decided on the player if they want it.) Not everyone likes to make planes, so forcing a crap ton of memory heavy stuff for planes into the game would be counter productive in the long run.. Seriously people quit whining.
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Sooo found two more "changes" that weren't mentioned at least I didn't see it. Firstly... . Look at that incredible North Pole *.* That's at 600m It was incredibly beautiful. And then.. I got a laugh out of this one, because it shows the devs care about mods. I can't say how much I love this new update.. I need to re learn everything all over again.. which is.. refreshing and new.. I love it.
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Memory Leak question
LadyAthena replied to LadyAthena's topic in KSP1 Suggestions & Development Discussion
I don't see a memory leak in 1.0 It has consistently stayed under 2 GB useage and has never peaked past that. It also drops when I go into the VAB, etc. after flight. -
I've been playing this game for over a year now. Everything with 1.0 is absolutely fantastic except 1 little detail. The re entry heat is confusing as well as how rockets act upon re entry. I built a properly balance top stage. http://images.akamai.steamusercontent.com/ugc/527262341749794446/6D3AE77EF3484B30C388457B775AAC29EAC2A027/ As you can see here. It's the most balanced while using the basic parts a beginner can. (Removed the legs due to re entry problems on that end). However, at around 10km it keeps wanting to flip over nose first regardless of how aerodynamic it is, basic laws of ballistics tells me the air traveling on all sides of the ship should be stopping it from flipping over so easily right? (I could be wrong, but it seems that the faster you're traveling it should be harder to turn into the air flow, unless the other side is just THAT much heavier, but as you can see it's not in the picture). The problem I'm having though is not just the flipping. At 10km I'm still getting increasing amounts of re entry fire, while realistically I should be slowing down slightly and the heat going away slowly to a point. Instead the fire is just getting stronger as my speed continues to increase until I smack into the ground. (if I don't pull the chutes open). This is completely confusing for new (and old) players alike. Since it's also known that fire and re entry can destroy and damage your chutes, you don't want to pull them out while fire is blazing past them. However.... That's the only way to successfully land my re entry section. I need to pop the chutes open at 15km before it flips itself over at 10km, and not give a damn about the fire blazing past my ship. The moment I pop those chutes, the fire stops, and I gracefully drift to the ground... There seems to be no middle "safe" ground to fire the chutes like there was before. Previously I'd wait for the fire to die off as my speed started to decelerate (to lower the G's on my kerbals as well), and then fire the chutes when it was safe. I think this is both confusing for new and old players, and a slight problem as it defies logic, and even what's being told to the player "watch out fire is dangerous to chutes! (but you have to fire the chutes with fire to land safely)" and anyone who's interested in rocketry a bit and the space program knows that old school re entry vehicles such as the Apollo programs didn't fire the chutes with fire blazing past the cockpit at 10km.. Edit: after several more tests it seems to be fine with just cockpits. there is a nice middle "safe" ground. Perhaps I'm just coming in far to steep? Could just be me.. heh..
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I highly doubt Squad will get into that debacle of a mess.
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How about adding new stuff that is either an extension of things already listed, or new unto themselves? * Solar Panels reducing heat like a radiator now * Parts retaining their heat much longer, and slowly dissipating it * Engineers influence the rate at which Ore is retrieved, and increase the ore drills ability. Things like this?
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Amazing job on this 1.0 release. So many people were worried about it, but after watching a few of the streams. The massive list of new features, and the MANY features NOT listed or shown before, in detail. Such as the new aerodynamics not only adding that, but also affecting things such as the way drag, lift, etc. work on parts and how they relate. Now Space planes will have to enter slower and more inline since the drag and lift can tear it apart realistically. Or the fact that parts now retain their heat and slowly spread the heat out to other parts and lose the heat more realistically. I love it all. I can't wait for tomorrow x.x.... The sheer amount of new content is staggering.. I'll have to re learn KSP all over again.
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So long as he's not making any money does it matter? Copyright laws are trash anyway, there are so many loop holes. "Anything is free to use, but you cannot make money off of them. This case is true unless x, y, and z, but only if a, b, c, are blah blah blah, If this is the case then Y, B, and D need to have at least 7 sins, on 7 days, then be dunked in holy water...." the list goes on and on and on of....crap... What's WB going to do anyway? Ask him to remove it? oh boy... Anyway, onto the topic of the video itself.. It was very well done, people are being too cynical. Though I personally don't feel it really has anything to do with 1.0 release in and of itself. I'm not sure if that's what you were going for. There's a difference between "Creating a cinematic movie in celebration for the 1.0 release" which suggests, and hints that the video is to do with what's in 1.0 and the victory of releasing a wonderful game. Which this video does not do. Then there is a "I'm so excited the game is going into 1.0 I decided to make a cinematic video". Which is what this video does. Very well made none the less, but it really has nothing to do with 1.0.. Especially with the sad ending (on a joyous occasion as 1.0 release), and mods which have nothing to do with KSP, and never will (Developers said weapons, etc. will never be in the stock game).
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Ore drilling/fuel refining in 1.0 : a built-in cheat, or not a cheat?
LadyAthena replied to tjsnh's topic in KSP1 Discussion
Calling this "cheating" is similar to calling the old aerodynamics "cheating" Sure it's 1.0 but they said they'd be doing many many many more updates, additions, tweaks, etc. I don't even see 1.0 as being the "release" honestly. That being said mods will be able to more easily tweak the resources even more for the ones that already exist and will allow you to have that more realistic refueling of having to break the ore down etc. -
[Idea] Kerbal Kids, expanded Colonies, and more
LadyAthena replied to LadyAthena's topic in KSP1 Mods Discussions
Thank you.. Thank you.. and.. Thank you -
Memory Leak question
LadyAthena replied to LadyAthena's topic in KSP1 Suggestions & Development Discussion
You're not messing with me are you?... Right?? Right??? They did mention Multiplayer we have to remember, and there's no way a 32 bit KSP is going to be able to deal with multiplayer. They do need to bring it to 64 bit as soon as possible for their future dreams which they've already said they want to do happen. -
Exactly Nice link! I hope they can do it, it'll really open up the game for people, especially modders. More so because of the memory limitations of the game. If/when Squad finally gets 64 bit fully going, this'll be a big help for those mods that conflict with others, allowing you to have multiple instances of saves and profiles for mods.
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For me it's 3 things. Been playing 2 yrs about and I still have issues with these. - Building proper space planes that don't go full ...... on me at high altitude, or run out of fuel before they should. - Building rockets with proper Dv that aren't over kill or under parred. - Building a rocket that can return from other atmospheric planets (partly due to problem #2 and Dv's)
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The End of an era aka My two cents on One-point-oh
LadyAthena replied to viktor19's topic in KSP1 Discussion
I joined a year ago, and while I agree it does feel like a change and things won't the same. I have to also agree with Regex. Maybe now I'll be able to dump some mods, open up more space for other mods I've been wanting but havn't been able to use. That, and simply enjoying stock alot more. -
They did say re entry effects will be optional. Sorta like an additional difficulty slider or toggle for Career if you don't want to mess with it.
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I already mentioned CKan in my original post. Helps to read ~.- Also, the reason for my question of such things, is so people don't have to have multiple KSP's installed. Everyone knows about keeping two copies and CKan.
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This idea came when I was playing Skyrim.. heavily modded. There is program that you hook to the Skyrim .exe It detects your saves and creates profiles for each character and it's saves. When you boot up the program, you choose a character, and forces the game to load only saves that has to do with that specific character. Like-wise as we all know. Elder Scrolls games also lets you activate and de-active mods with a push of a button. So why have this? You could have multiple career games with different setup of mods. One game could be focused more on cosmetics, and EVE, making the world beautiful with minimal other mods. Another could be focused ehavily on parts, or difficulty by using TAC and Remote Tech, etc. (Stuff like this would seem to be helpful to youtubers as well). Basically the idea is to combine the two into 1. A program that hooks into the KSP .exe that you start up first. (Similar to the already created CKan for mod management). In it you can select and deselect mods, and only the mods you selected are loaded by KSP. The others ignored. Also having the option to "save" a profile of mod loadouts for quick switching. Possible?
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This idea came when I was playing Skyrim.. heavily modded. There is program that you hook to the Skyrim .exe It detects your saves and creates profiles for each character and it's saves. When you boot up the program, you choose a character, and forces the game to load only saves that has to do with that specific character. Like-wise as we all know. Elder Scrolls games also lets you activate and de-active mods with a push of a button. So why have this? You could have multiple career games with different setup of mods. One game could be focused more on cosmetics, and EVE, making the world beautiful with minimal other mods. Another could be focused ehavily on parts, or difficulty by using TAC and Remote Tech, etc. (Stuff like this would seem to be helpful to youtubers as well). Basically the idea is to combine the two into 1. A program that hooks into the KSP .exe that you start up first. (Similar to the already created CKan for mod management). In it you can select and deselect mods, and only the mods you selected are loaded by KSP. The others ignored. Having the option to "save" profiles, or mod loadouts as well for quick switching. Possible?
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Umm guys... The game is called called Elite Dangerous. It encompasses our ENTIRE galaxy... You can fly to literally 300 BILLION different stars, and their planets, etc. Soon All planets, (that's trillions of them btw) Will allow you to fly down into their atmospheres.
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Memory Leak question
LadyAthena replied to LadyAthena's topic in KSP1 Suggestions & Development Discussion
Thanks for the replies. It seems I'm just going to have to bite the bullet and remove some mods. (I start up with 3.5GB use before I even start going).... I can't wait till 64 bit is finally supported... -
I know memory leak is a big issue in .90. Has there been anything found to minimize it? Edit: Thought I put this in the help section, sorry ><;
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Do you feel KSP is ready for 1.0?
LadyAthena replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
"blahb lah blah it's not ready and bugs and yada yada" Yea yea we've heard it before. Bottom line is, no game is ever going to be bug free completely. -KSP Does have loads of content already. - Has hundreds of hours worth of game-time. - Has good mechanics that work - Has good Gameplay that works - Has quite humorous and fun situations that you can get yourself into. (This is the first game where failing was a huge enjoyment) KSP has alot, no it won't ever be perfect, and the bugs are minimal, and I've yet to see the kraken playing the game as I should be playing it. With 1.0 there will still be more updates still... As for "but I know ppl who've played 1 hour and dropped it" yea, Iknow people who've played every game and dropped it after an hour. So what if this game isn't for them? It's better that a game doesn't try make a game for everyone.. we know where that goes right? Every MMO in existance has been destroyed because they attempt to meet the wants of everyone and the game ends up going nowhere. -
[Idea] Kerbal Kids, expanded Colonies, and more
LadyAthena replied to LadyAthena's topic in KSP1 Mods Discussions
Never knew that existed. -
[Idea] Kerbal Kids, expanded Colonies, and more
LadyAthena replied to LadyAthena's topic in KSP1 Mods Discussions
Is there a kerbal civilization mod? This could work yea. The main hub could be the C&C of the Colony, from there you branch out into other specialized hubs, while also keeping the "Cargo", Water, Food, electricity, etc. etc. supplied properly at least until the colony is self sufficient.