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KSP2 Release Notes
Everything posted by r4pt0r
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land a manned rover backflip, without breaking it
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Squad is making a fun game, working steadily to mold it into their vision. At the end, it will look like they want it to and maybe that is not how you imagine it should be. deal with it Merry Christmas to all. Or whatever else you celebrate. or Happy Wednesday.
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you're right. the game shouldn't even be released until it is fully complete and the developers are happy with it.
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there will never be procedural generated planets/stars and no seed system. everyone who plays ksp gets the same solar system, that's how the devs said they want it. and if they have permanently dropped pursuing resources as chris said, then your only option is mods for that. as for your distaste for career mode(which is going to get even more awsome) i would suggest playing sandbox mode. or uninstall, either is fine. merry christmas
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this is your attitude towards our lovely alpha game. http://media0.giphy.com/media/vO8F4fYQd39h6/giphy.gif cut the devs a whole lot of slack, they owe you nothing. if the current universe build sticks till the final version so be it. if they add more all the better.
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as i said in the other thread Dan, its not just making a sphere and putting it in the game. if they add another planet it will be a finished job. a complete biome map, science text for every instrument at various heights, re-writing the archives. you also seem to ignore how difficult designing the planet is. every crater,hill, plain, valley, mountain has to be made, and on top of that they need to make a texture that fits it. you wouldn't want an icy pole draped over your equator. why would they put the time into that when we still don't have biomes for anything outside of kerbin orbit? not to mention the other more pressing game issues that need working on.
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on another note, this is from pcgamer interview with squad "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." so that dashes your hopes of another star Squad: you're doing a great job, and i am very happy to have come across your game
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to clear up a few things for you bro, its their game, and they will do as they please. ksp is squads baby and they will do what they think is best for it. if your idea of a good update is many new parts and new planets, your "ideal" game has a mountain of ever expanding un-optimized content. 23. is the best update thus far. the things behind the scenes, optimization that kind of stuff, make it playable. resources will take a long while, but you can play with them now if you like. when they do add resources half the community will say "aww its just like the kethane mod, i didn't want that" and the other half will say "its just like the kethane mod, awesome"! either that or people will have been wishing for something completely differennt. i dont think they should be adding much more content until the framework of the current game is more comlete. aerodynamics and drag need alot of re-working yet, and science and the tech tree might need some re-organizing. furthermore, it literaly does not take 2 days to add a planet. coding is not that easy. you're ignoring biomes, the science fluff text, adding more code to the archives, having interesting planet geometry and textures. before they add any new planets, im certain they will finish adding biomes to our current roster of planets and moons. that kind of stuff is much more important to the game than another nondescript rock orbiting the sun.
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"Impactor" science experiment
r4pt0r replied to peadar1987's topic in KSP1 Suggestions & Development Discussion
i had a similar idea wherein a special "mass" part could be added to probes. if this mass collided with a planet or moon at more than 3000m/s in vacuum then you would get science points(presumably from kerbin based spectrum telescopes reading the ejected matter) no need for transmission. or we could do it like the real life mission OP suggested http://en.wikipedia.org/wiki/Deep_Impact_(spacecraft) -
Interplanetary travel takes weeks, and it would be nice to avoid overshooting certain destinations accidentally. I know Kerbal alarm clock exists, and implementing that into the stock game would be great, but if not then this might be a good addition. maybe also auto stop time warp 10 or so minutes prior to a set maneuver node.
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COMPLETED MY FIRST EVER SUCESSFUL MANNED INTERPLANETARY MISSION. my space craft "Eisenhower 1" launched from kerbin, nerva-ed to Duna, aerobraked in Duna atmosphere, with a minor adjustment to reach Ike orbit. then I landed on Ike Apollo style. did my SCIENCE, then managed to re dock with the command module. eva my science to command module, drop the lander, left Ike retrograde so to catch a Duna grav assist. burned back to Kerbin and had only 2.4 liquid fuel left when i re-entered Kerbin atmosphere. MOST EXCITING MISSION EVER (all stock career btw)
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i wanted to watch some derbis re-enter once. it had a periapsis of 40km so i thought hey ill watch. it was a long thin fuel tank, the 200n engine, and 2 winglets on the top. it glided in for what felt like forever. finaly the engine hit the water and broke off. then i sat amazed as the tank and winglets proceded to rollercoaster up and down, gaining altitude each time, until finally reaching stable flight at 30km.
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ah right. that was kind of a big deal i forgot ha
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my return pod for most missions is a command module, science bay, 2 goo containers, assorted smaller science equipment, landing gear and 3 parachutes. CM is on top of the science bay. this has always been my design. however, in .23 i find that the ocean likes to break and delete my science bay, even coming in at 3/ms. i know thats fast still but in .22 ive had the same thing come in at +5/ms and all was intact. did .23 increase water damage?
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i think they will have tiny life support pods like rcs that deplete over time, or the option of a hitchhiker or bigger sized pod that generates food in space. like a space food grower thingy.
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Simple Part wish list
r4pt0r replied to Capt Snuggler's topic in KSP1 Suggestions & Development Discussion
some more wing panels. moar science parts (camera/telescope/spectrometer/magnetic field reader/ and something so probes and rovers can get surface samples) also im a large fan of cargo bays. it would make me feel like such an astronaut deploying a space station part that way -
Does the Community Want Better Aerodynamics?
r4pt0r replied to spudcosmic's topic in KSP1 Discussion
resources can wait. play with mods if you want those. i think game mechanics (aerodynamics) should come before any resource system -
my face this whole thread: you guys are all too PC. Kerbals look just like 60's us astronauts and that's how it should be.
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i think there should be a stock knockoff of a kethane mining drill so probes can obtain surface samples. i don't play with kethane myself, but i saw a pic of a radially mounted drilling apparatus and figured that's gotta be similar to what NASA uses on curiosity for example. just my idea. didnt see this in the "do not suggest"
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Thanks for everyone who was joined the Waiting Room!
r4pt0r replied to greg12's topic in KSP1 Discussion
i look forward to the next event. a great idea greg -
dear mods: the "(update number) waiting room" is such a great idea to avoid those folks who spam "when is it out" threads. i hope this concept continues. props to all and SCIENCE onward!
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build large hoops in vab and load it onto the launch pad. then take a plane from the runway. make the hoop smaller if you succeed.
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x8 symetery on my lighter munar landers for taking off from the munar surface. those 8 get me halfway to escape velocity from mun.
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whats wrong with minecraft?