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Everything posted by r4pt0r
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Is DLC for KSP a good idea?
r4pt0r replied to czokletmuss's topic in KSP1 Suggestions & Development Discussion
op implies that this is after ksp v1.0 is out. by then mods will have some trouble being broken by updates, as updates for a finished,complete game would theoretically be very infrequent -
Is DLC for KSP a good idea?
r4pt0r replied to czokletmuss's topic in KSP1 Suggestions & Development Discussion
try again. not to be argumentative. -
Is DLC for KSP a good idea?
r4pt0r replied to czokletmuss's topic in KSP1 Suggestions & Development Discussion
like what? i cant think of one good dlc that couldnt be offered by mods for free -
Is DLC for KSP a good idea?
r4pt0r replied to czokletmuss's topic in KSP1 Suggestions & Development Discussion
other solar systems and "warp drive" will not happen in stock ksp. squad said it in an interview with pc gamer. other than new parts(which are free via mods) what possible dlc could there be for ksp? quote for others: Holtzman: The game is science fiction, but one of the things that Felipe has really driven is that he wants the science to come first and the fiction to come second. So when you start talking about multiple solar systems, you get further into the realm of fiction. Falange: Right, because you’re talking about interstellar distances, which means time-warp isn't enough anymore, no matter how fast you’re going. Now you need some sort of warp drive, and that falls into the realm of sci-fi. And that then requires us to break the laws of physics, which would in fact make everything much trickier. -
Another use for the mobile processing lab
r4pt0r replied to Ruinsage's topic in KSP1 Suggestions & Development Discussion
science over time. why does everyone think this is such a great idea? i think a better option is 1 time use experiments (like growing plants in space for example), that require time to pass say 1 month (unlike the goo/bay), before being transmitted/returned. then they are un spamable. -
Orange suits for Bill, Bob And Jeb :3
r4pt0r replied to KN_Namida's topic in KSP1 Suggestions & Development Discussion
but red stripes on the mission lead would be nice -
Orange suits for Bill, Bob And Jeb :3
r4pt0r replied to KN_Namida's topic in KSP1 Suggestions & Development Discussion
http://spaceflight.nasa.gov/station/eva/white.html -
BUILD A GIANT KSP REPLICA OF THE STATUE OF LIBERTY(OR A STATUE OF YOUR OWN DESIGN) AND LAND IT SOMEWHERE. for challenge dont make the statue symetrical. statue might need to be multi launch
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Its time... for a KSP community alternative for fans by fans of KSP!
r4pt0r replied to inigma's topic in KSP1 Discussion
i really dont see the need for any of these. granted, maybe squad could utilize the steam workshop for us steam folks, but other than that i dont get it. if you want an unmoderated place to discuss KSP, 4chan's /vg/ board has a KSP general. actualy, in addition to 4chan, there's a big steam community already available. click ksp in steam then to the right click "community hub" -
Details on how the new science works
r4pt0r replied to PTNLemay's topic in KSP1 Gameplay Questions and Tutorials
what is suggested is to get a lab module in orbit, then keep rendezvousing, refueling, and depositing science to the module. then reset the lab and goo, and get science from another biome. once you got it all, grab all 40 whatever science reports and get back to kerbin. (i type slowly and get ninja'd) -
Jeb is actualy insane because he has died so many times, only to wake up again in a cold sweat.
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Frosty just wont get it, nor does he think squads making the game HE wants.
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jesus someone seems butthurt. check this from the xmas devnote tuesday "Season’s greetings, everyone. There will be no devnotes happening until we’re all back in the new year." they get a vacation for all the work on .23 they did. well deserved imo. and as far as "we can sit and spin" they so far have delivered a working game with a functioning universe. i see no problem so far.
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literally everything here is on the "do not suggest" list in the suggestions forum. probably because they want to do it their way. and their way is working quite well. the advanced mod community holds over the veterans so squad can actually finish the base game for the millions who dont even know what ksp is yet.
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fixing the manuver node
r4pt0r replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
ah good point. perhaps the current "ghost" intercept system could be improved. -
I've got a suggestion here im pretty proud of. here's how i think maneuver nodes should be done. they work as they do now, except then your node is open for adjustment (the things you click and drag are visible, not the tiny orange snowflake version) replace the nav-ball with a larger version of the open node. either can be tweaked at users will. being larger it would be more easily adjusted for fine tuning burns. but heres the best part: say you can roughly plot out a burn to jool. open the node, then double click jool. now the map is zoomed in on the joolian system, and you can still tweak your maneuver with the larger node adjuster!. you could set up a laythe aerobreak from just outside kerbin. this would allow you to fine tune orbits from further away, which makes your dv more efficient. input or thoughts on this? (i know that the nodes arent perfect and ploting that long a distance will not be 100% accurate, but i think its an improvement.)
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ive read a few posts about people wanting to be economical when money is implemented, adding parachutes to booster stages and such for recovery. my questions are twofold: 1. do you think that's a feature squad will include? and 2. how will it work outside of the 2.5 km loading bubble? would we need to follow it to the ground? (assuming this feature happens)
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if they've made money they are obviously doing well enough. if they make a bad game they will fail. let them make their game for the free market. sales will tell the tale
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just uninstall please. or get some patience. things will come eventually: http://wiki.kerbalspaceprogram.com/wiki/Planned_features of special mention is the text just above the list "The entries on the list are not a commitment, and the developer team is not under any obligation to implement them all. These features may be pushed back or implemented on another way then suggested here."
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Naming scheme for your ships! (0.24 edition)
r4pt0r replied to mangekyou-sama's topic in KSP1 Discussion
my Ike lander was named Eisenhower 1 -
my apologies, it just bothers me nothings ever good enough for some people.