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r4pt0r

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Everything posted by r4pt0r

  1. Excited for KSP2, thinking of playing KSP 1 again for a while. I'll be waiting till early access is a bit farther on before I snag 2. Hope you are doing well man.

  2. You didn't really address any of the people who got shafted by T2 playing hardball, which is a much bigger issue than worrying about the game itself. Ya'll really just let it all blow over because videogameman says no microtransactions, but move on from a publisher destroying another indie game company. Jebus.
  3. I want an easy way to jump and do a front or backflip in low gravity.
  4. I had another Dev say you Squad guys are helping Star Theory for KSP2, Have any switched over to actually being employees for Star Theory? Have Harvester or Maxmaps sent any well wishes for the sequel? Or any of the old crew? I like to imagine some stay in touch as friends. If these are against the NDA I get that as well. As an aside to the others speculating, it may be worth noting that while Squad made KSP off one mans idea, and they may like space exploration too, if the company Squad makes another game it could just as easily be something completely unrelated to the space genre. Maybe a Medieval turnbased RPG. Might be an arcade racer. Just needs another spark, an idea that is good enough the company is willing to develop and see if its worth pursuing. But I wouldnt think they are going to resign themselves to being only craft building/space simulators. Splinter Cell and Just Dance are both Ubisoft games after all.
  5. Are any SQUAD devs involved in KSP2? Did any "Squadies" join Star Theory? Actually, I am out of the loop, does SQUAD do dev stuff anymore, or did Take-Two replace them over the months since the purchase? Also Who is Private Divsion, and how did they get involved with KSP and KSP2?
  6. I dislike some of the build things too. Xenon tanks and the Micronode should have radial attachment enabled so I can slap them onto the sides of things without having to place a girder first.
  7. Yeah, I'll leave the number crunching to him. But if I am playing a bridge building game I will happily enjoy trial and error game-play. Elitism isn't needed in either to be enjoyed. Just because you can compute some numbers in a game doesn't mean its the only way to have fun.
  8. Other than Scatterer & other audio/graphics mods I used to use, I have not really used any mods since .24 or thereabouts. I like trial and error as well and don't spend any time crunching numbers, I even used to ruffle feathers around here by being firmly against adding Dv calculators to the base game. Mods are not in any way needed to enjoy playing this game.
  9. First time trying to use these engine plates, and I cannot for the life of me figure it out. I have an engine under its shroud and so(ignoring the staging on my screenshot) when I stage the engine plate it should drop the lower fuel tank(and the shroud id think) correct? It isn't. I read staging it made it drop everything on the lower node. It lists a decoupler force percent, so it must decouple somehow without another part... This is what happens after staging, and throttling up. It just explodes the lower bits. Oh by the nine, my issue was the engine, the Mastodon and the engine plate(set to long) have lower nodes at the exact same spot. You can see the textures fighting to be on top of one another. Its grabbing the wrong node. Not sure how to work around that, but the issue was on my end all along, sorry.
  10. Anyone have hard numbers on the new stuff? like show much Mass/Speed/Number of Impactors affect the data output of the Grand Slam Seismometer? I also see on the wiki that better engineers make the power units stronger, and every science experiment says "Please allow trained Scientists to deploy for best results", I'm wondering what levels give what bonuses?
  11. I see a facebook post from KSP's official page talking about work on 1.7.3, and in particular a feature called “Same Vessel Interaction”. Will that allow multiple Claws to grab the same item? Oh, i see the 1.7.3 post, i'll ask there.
  12. This is nice. I haven't played in almost a year but this has me very interested again. Well done mates.
  13. Good luck coding for this. There are WAY too many variables, and what you want is going to be impossible in the framework of KSP.
  14. Wait are we finally getting full workshop support? or only Stock crafts and missions? Man this takes me back. anytime I mentioned steam workshop support on here I got flamed by hardliners, and then Curse happened and our Curse "representatives" have not been on the forum in years at this point. Finally glad to have some inbuilt system.
  15. 8,000 Rep right on the nose :o. I was just randomly cruising the old forums and caught that.

  16. See you later, space cowboy.

    1. Kerbinchaser

      Kerbinchaser

      What the heck happened??!

  17. eh, I still want a second gas planet with rings, I like jool as it is though.
  18. I support the addition of a second gas planet and its accompanying moons to the stock KSP experience.
  19. Thanks boss, I may have to do this soon. Unless I can manage to procrastinate untill "Soon" arrives
  20. All those modders want their work to be annexed by squad? None of them like having creative control over their work and want squad to just co-opt it without permission? Neato.
  21. I gave you guys a lot of crap for working with flying tiger. I'm happy to hear you have bunked up with someone credible, take two does great work. Congrats to all at squad!
  22. quite sturdy, once I autostrutted to grandparent or root part on most of it. Using the heaviest part autostrut is krakenbait when it has so many parts that are equally the heaviest, things tend to shake or explode. But with root/grandparent, things are golden. I looked up how to move .craft saves to creative, and its 8mt with the launch boosters here you are:
  23. 240 parts, 1800 tons, 4 million to launch. I forgot to snap pics on the launch pad, and now I'm too poor to put another one on the pad, but I wanted to show off my largest craft ever after not playing for a long while. I did unfortunately clip parts a little bit for the aethetic bits, and I dislike that. It got to suborbital with its launch boosters, and took only a 20 second burn on the nukes to circularize. Now I need only to dock the Ike lander(with complement of 3 satellites for contracts), and my Duna lander. I've never had such a large launch work out so this was thrilling. Ideally I can manage to reorbit around Kerbin and refuel it after its inaugural mission.
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