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KSP2 Release Notes
Everything posted by Franklin
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What a strange complaint to hate a developer for tweaking balancing/physics in a beta. Yeah, your previous designs were designed around a previous balance, and that balance is now gone. What do you expect? Also, modding an alpha/beta is a real privilege, I wouldn't care if mods were impacted during the design process, either. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] The problem is most people who buy into alpha/beta builds just want to play the final game and couldn't wait.
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[1.0.2] WarpUnlocker v1 (faster time warp, no altitude restrictions)
Franklin replied to acerola's topic in KSP1 Mod Releases
Is this broken for 1.0.5? I'm getting exploding ships at high x1M warp. -
I'd disagree with the first line in that, right now beyond difficulty of entry/escape, all planets are more or less the same. You have a different colour palette, a few have atmospheres, but Duna is Kerbin is Eve in terms of functionality. Having more geological and meteorological diversity would give us another way that they planets are different, and offer different challenges. Duna could have dust storms that block out antennae signals and reduce visibly to zero, Eve could have acidic oceans and rain that damage/heat/corrode parts, Dres already has an asteroid belt (although it could have more asteroids), so there're plenty of ways to make the planets more 'lively' and unique and it would make me want to work on them after the initial meet & greet. But as it is, I've landed and taken off from all of them, and since those are their only unique points (colour aside), that's it. I doubt I'll ever go back to some planets. The ISRU stuff is great, but it still just facilitates the only unique thing about the planets: difficulty in getting on and off. The ISRU parts turn planets into gas stations to help you get to the next planet. It doesn't make the planets any more interesting in their own right.
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I think your idea of barren (not beautiful) and my idea of barren (nothing exists beyond the terrain map) may be different. Some of the planets are really striking, I like Minmus a lot, and it fits the barrenness of the game because it's an arctic tundra, but there's just nothing to explore or research. Every single science experiment in the game is the same experiment, just in a different zone, and all the zones are more or less the same, hills and cliffs and texture aside.
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Exactly. -1 rep is such a tiny, meaningless amount it only serves to combat heavy exploitation of the function. People declining dozens of contracts in a row looking for something specific. The exploit: If you have a satellite in orbit around Duna, for example, previous to 1.0.5 you could could decline every contract on the board over and over until some 'Collect Science In Orbit Around Duna' contract comes up. You're already in position for it, so you accept it and complete it immediately. The contract cost you nothing and you rake in the cash. It's a technical exploit but only one that can work if you're declining dozens of contracts in a row. The new penalty not only makes contract farming more difficult, but the penalty makes it so less juicy contracts appear as your rep takes a slide. - - - Updated - - - And from a real-world business perspective it does make sense. If a third-party comes to you with a proposal and you decline working with them because it's 'not what you're looking for' they're going to hold it against you, and mention to peers that your agency passed them over. That -1 rep is a real-world implication of being choosy in business.
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I should correct myself: getting there the first time or two is fun. It's a new challenge. Can I get to it? Can I land on it? Can I get back? But once you've done initial meet & greet, you know there's nothing to come back to, really. It's a big, dead ball, just like all the rest. So we just sit on Kerbin and fart around with new ship designs. - - - Updated - - - We haven't found any life on other planets, so I don't expect KSP to start filling planets with birds and stuff, but we've found a hell of a lot of meteorological and geological diversity among what we've observed, and that just isn't present in KSP.
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Every planet in KSP is barren and dull. We spend most of our time on/around Kerbin because we've seen the empty expanses of the other planets and realized it's easier if we just stay put now. Like, where're the clouds? Where's the acidic atmospheres? Where's the incredible heat? Dust storms? Volcanoes? Where's something other than another dead ball to land your junk on. Space is a snore right now. - - - Updated - - - Like, give us birds and fish and stuff on Kerbin. We're exploring because we want to find things, not because we like the headache of getting there.
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dang. there goes my evening
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this seems way too high/steep even before 1.0.5, but i'm a 70/50 sort of guy and take entry slow and long.
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same density as kerbin's (for now).
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I like it, but those would be my uses for it, yeah. Right now I've got a concept ultra-light science/survey drone carrier meant for planets with atmos. this wasn't really possible before with air-breathers without the carrier needing to be massive, and we still don't have a 0 size class kerbal cockpit, but maybe in time. I've also strapped them behind larger bodies and they're not terrible, and might as well come with unlimited fuel given how efficient air breathers in KSP are right now.
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good christ. does it have a part animation? something like: i'm sorry, i've only briefly played with 1.0.5
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Wait, what? - - - Updated - - - is its thrust reverser new to 1.0.5 or have i completely overlooked this function every time i've used this thing
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I'd be fine with this if the lower stages weren't blinked from existence by a chintzy, orb of static flame texture. Kerbal part destruction is ugly and clumsy. Lower stages should be deflecting the exhaust, not being comically disintegrated. And the degree of damage obviously should reflect the degree of exhaust. 1% Spider and Sepratrons vs. 100% Mainsail. I get what Squad was trying to do, make exhaust rightfully deadly, but it needs work in degree and staging realism.
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ding-ding. as well as the weight given its size class. sure, this means nothing to sandboxers or people so far into their careers that money/research mean nothing, but hopefully Squad considered that.
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Set up some asparagus staging with them as your decouplers. Then try and copy them and attach the copies. I seem to have a 100% success rate with producing bugs with these things, you really can't not do it if you use them frequently. Or like, play with that ship file I linked. And what Fendleton said, the thing's collision mesh is nowhere near correct, it's really difficult to even select the dang things in build.
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This guy: This guy has produced some wild bugs in some of my designs. Anything from inexplicable balance issues to being teleported into a black void when trying to revert a flight, with engines firing that I didn't stage. My latest ship to use them I can't even load the ship file anymore. As soon as I added them none of the VAB buttons would work and all the parts wouldn't adhere to stages. Even after a VAB reload. It's a wild ride. Anyone have any designs just completely marred by this thing? I'm impressed, frankly. Here's the ship file in case anyone else has never experienced this: http://www.filedropper.com/structuralpylonsmyass
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Which one looks nicer; new Mk1 cockpit or old one
Franklin replied to Falkenherz's topic in KSP1 Discussion
Old one didn't really fit the "still new to this flight thing" aesthetic that should come with being so early in the tech tree. That said, who cares. If anything neither new or old cockpit really fit with the new "bubble" inline cockpit, but whatever. edit: If I had a gun to my head I prefer the new one. -
I'm certainly in the 'Squad needs to add more wildcards into the mix' camp. Predictability always leads to monotony.
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anyone else think these are inanely specific?
Franklin replied to Franklin's topic in KSP1 Discussion
The fact that there is wiggle room with these details, but they aren't mentioned in the contracts, makes me fear there are a bunch of players like myself deliberately avoiding this contracts because they seem impossibly .... on paper, but once they're accepted you can be loose with them. :/ edit: Okay, a-n-a-l isn't a swear word in that context, Squad. Come on. -
I mean even the in-atmos tests have an acceptable height/speed range. Like hell I'm going to niggle some satellite into exactly that orbit.
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So like, is there even a soft ETA when this will work with 1.0.x?
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but they don't hold, huh. like if you slammed the gas there, would you remain stable to the ground as if you were held by TT18-As? stupid questions i know, i haven't played at all with the ISRU parts yet
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A far better response to the latest build than the usual, "None of my designs work anymore, Squad broke the game. The new <element> sucks," drag.