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KSP2 Release Notes
Everything posted by r4pt0r
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Bug maybe, or I don't know how it works?
r4pt0r replied to chd's topic in KSP1 Gameplay Questions and Tutorials
some minecraft mods have "chunk loaders" that keep areas of the game world loaded, no matter how far you are from it. perhaps squad could add a "tracking beacon" part that would keep a craft loaded. to prevent it from being loaded all the time and eating up processor power, make it toggleable from the map view. for example: in orbit over kerbin. map view, click your ship, click "activate tracking beacon" begin your re-entry to kerbin detach your "science pod" or whatever you wish to call it(ensure it has the beacon not the command craft!) follow the command craft to touchdown use tracking station to recover the science pod as for recovering booster stages i think the game should auto-recover them provided they have: 1.deployed chutes and 2. a ratio of 1 chute for every 6 tons?(is that reasonable? i dont view the weight of my craft ever) then bigger boosters would need more chutes, cuz realisim or something... -
just got 2 bars this week! ive either been helpful, funny, or severely misunderstood
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just to clarify op, docking style orbital assembly is awesome, thats fine, i love my big spacestations. but i read your post as essentially bringing parts to space, so you can have a space vab and build and spawn a craft in orbit. orbital/extra planetary construction would make the game far too easy. edit: also, look up the easter egg thread at your own peril (cuz of spoilers if that bothers you) theres a few monoliths, kerbin has pyramids in the desert, other planets also have strange....features we shall say.
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the klaw at present can only grab parts. asteroids are spawned as parts(and can be hacked into the vab menu as a part) that is why they can be grabbed. to grab the ground would require a re-coding of the planet surfaces and/or klaw. i forget if they said they would work on that, but it has been mentioned.
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The game shouldnt feel like its still in beta, as its not that far yet. its alpha. literally version 0.23.5 orbital assembly is something that space programs do. spawning a space-station in orbit would be really dumb imo. no steam acheivments/steam workshop because not everyone has the game via steam. auto-pilot is cheating (inb4 "you cant cheat in a single-player sandbox game") costs are being implemented soon. the rest of your points can be answered with either "the game is still in alpha" or "the do not suggest list exists because the devs are either tired of hearing things they are planning to implement, or they do not want that feature in their game." edit: also nice finding "the" black monolith, now go find the others
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if i am a new player and i read through the controls page in-game, there are many features i wont ever know about. starting physical timewarp in space jumping left or right off a ladder almost all of the vab shortcuts( ctl+z, spacebar to re-orient parts, many others im sure) and many other "hidden/secret" keybinds. there should be a page in-game where players can view all these, without stumbling upon them in the forums.
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Do it fo real
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was it because of his vocal anti-curse rhetoric? or can we not discuss why? edit: all his previous posts look clean, but the list of people who last looked at his page includes 5 mods, rowsdower and kasper, so i assume he said something and they covered it up. musta been bad.
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Kommunity input for future updates
r4pt0r replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
i just figured they have quite a list of small things they want fixed/revamped and prioritizing them via a dev approved poll, and then using that poll data for the next update would be nice for us. -
Let's give SQUAD our point of view.
r4pt0r replied to tntristan12's topic in KSP1 Suggestions & Development Discussion
i scratch build rc planes as a hobby, and its clear to me that stock aerodynamics need some lovin' -
depends on what part of the banned you are in. woodwinds and strings might actually be pleasant, but ive heard terrible rumors about the percussion group. of course you might get to play the triangle, and thats not all bad.
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ive been planing on doing a 6-pack of hitchhikers that separate with sepratrons at about 1000m they should all land within a 100m circle(on duna, deploy chutes well before separating)
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and that gentlemen, i believe is checkmate lol
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Kommunity input for future updates
r4pt0r replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
oh crap, that was not the intention in the least... ive always been in the "its their game/they can ignore us if they want" crowd so that outcome hadn't even crossed my mind SORRY ROWSDOWER Edit: i had literaly just messaged him about the forum shutdown too :/ -
Kommunity input for future updates
r4pt0r replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
yeah my thinking is, every update theres something that needs refining, but is forgotten as they move on. like the iva for the lab (or the iva for the other cockpits that were in an update long before my time here). over time this list grows, but doesnt seem to shrink much,as they add more new content. they have a list of that somewhere, AND WE WANTS IT, YES PRECIOUS, WE WANTS IT -
Our Kommunity Manager Rowsdower is in the unique position of having close access to the devs, and having a good take on the kommunity pulse here in the forums. I would like to suggest that after an update (during Squads well earned quad-annual post-update vacation) our KM start a poll. This poll would have a few dev-approved items on it, such as small fixes or additions that they want to get done, but never have time to, and things that are not the main goal of the next update. Possible poll topics might include getting around to fixing certain IVA views, a toggleable radar altimeter mode, ect. things that can be thrown into a larger update, without devouring alot their precious resources/time. Im sure Squad has a laundry list of small things like that they could give to our KM. This would give a more visible kommunity/dev relationship, seeing some of our decisions make it into an update. I would elect Rowsdower for this as he is clearly the man for that job. Thoughts?
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Why is drag so high?
r4pt0r replied to NERVAfan's topic in KSP1 Suggestions & Development Discussion
i was just thinking that would be a way to get the game to understand only apply drag to the leading surfaces. -
Why is drag so high?
r4pt0r replied to NERVAfan's topic in KSP1 Suggestions & Development Discussion
if they could link drag to the reentry effects, then drag would only effect parts hit by the drag. would that work? (obviously keep calculating drag even when the reentry effects aren't visible) -
http://www.pcgamer.com/2013/12/23/kerbal-space-program-dev-on-random-solar-systems-the-joy-of-failure-and-the-cult-of-steam/ this sorta explains why they wont, but i think they could do something to make it easier for modders. in another thread someone mentioned if squad released an "API"(i think thats what he said) that would help modders, but i dont know what that is.
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KSP works much better when you plan to go to the Mun. but seriously, sorry to hear that ive never experienced a CTD myself luckily.
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Odin was not pleased.
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yeah i will not pay for dlc. anything that can be ksp dlc some modder could just make for free. theres no need for a money grab like that. SQUAD is (from what ive seen) a good company and has proven adept at pleasing its customers. unlike those EA scumbags. for example: on steam, there are 19 sims 3 dlc packs, each for at minimum 19.99, at most 39.99. so to buy all sims 3 DLC is upwards of 250.00$! screw that lol. EDIT: then again, all the DLC for train simulator 2014 adds up to almost 4000$!!!!!!!!!!!!! so i suppose there are worse companies http://store.steampowered.com/app/24010/