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Everything posted by r4pt0r
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The guesswork is what has kept it fun for me since I've got it, never used math or mods to calculate that stuff. more fun to just slap some tanks together. If you want your precious numbers, get the appropriate mods.
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and in the case of the latter, can you please tell us whats coming in future updates?
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The new landing gears are awesome, the smaller old one was quite insufficient. I might even be able to get the "Madness of Caligula" off the ground one day now.
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I wonder does Squad plan to make other sciency games like KSP?
r4pt0r replied to Pawelk198604's topic in The Lounge
Which incidentally, has a space level....so you can be a astronaut surgeon? -
WHOA HOLD THE PHONE! That terrier engine will suck fuel from the tank through the lander can?!?! Why have I never tried that? That's brilliant!
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I know work is being done moving to U5, and in that process the UI is being rebuilt. I have 2 Ideas for ways to add a radar altimeter to the HUD UI. A radar altimeter is a pretty handy thing for me, as (most of?)the IVA views all have one somewhere, and it makes my occasional IVA landings possible and more reasonable. Still, the 3rd person views could use the radar altimeter. Idea #1. When you click your current speed on the navball, you can select between "Orbit", "Surface", and occasionally "Target" modes. I suggest that when in surface mode, the altimeter defaults to displaying the distance to surface height, instead of the "sealevel" height. Idea #2. As stated above, you can click the navball speed window to change modes. When you click the altimeter numbers at the top of your screen, it would toggle sealevel or radar altimeter. My only problem with #2, is that moving the mouse up there might drop down the "return to KSC" or the "Recover vessel" buttons. It would be unfortunate for misclicks to result in accidents because of this feature. There are various mods/plugins that add radar altimeters, this suggestion is for the stock game.
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I pray to Talos that you are right.
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I almost always have 2 RT-10 "Hammer"s to get off of Duna after landing. I let those do the heavy lifting since I usually land on Duna with just the "Nerv". I've yet to do this with the new aero, so results my vary. Talk to your doctor before making any changes.
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It is a conspiracy by squad to get users to use the official forums more. with you having only 20 posts since april 2012, I'd say its a good thing too.
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Thats reddit.
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A lot of subreddits have switched to private, according to /b/ I had to edit it a bit, but thats the story as I know it.
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Launchclamp Heating
r4pt0r replied to r4pt0r's topic in KSP1 Technical Support (PC, unmodded installs)
My password is not working? is that separate from the forums? also I went on and built a lifter under that rover, and its now in orbit so the craft file has changed considerably? -
Not sure if here is the place to post it, but I found the launch clamps rapidly heating parts of my rover during drop testing I was doing. It is by no means a huge problem, but they blew within 30 seconds, and I figured mentioning it here might get it looked into?
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After a successful robotic interplanetary return mission, I sent Jeb to Ike. The gravity there takes some getting used to. After a bit of play, Jeb got to work doing SCIENCE, and planting flags. But all fun comes to an end, and Jeb said goodbye to Ike and headed home...
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1.0 and Beyond... Where are the clouds?
r4pt0r replied to klesh's topic in KSP1 Suggestions & Development Discussion
Indeed. The game also has anti-aliasing, and that is usually incredibly draining on low end rigs. I bought the game during the '13 summer sale, but could not play with a reasonable framerate it until I upgraded my video card that September. Building the game for the lowest common denominator results in a lower quality product. -
1.0 and Beyond... Where are the clouds?
r4pt0r replied to klesh's topic in KSP1 Suggestions & Development Discussion
Why would a well polished, 1.0 game not have clouds? -
Mun, Duna, Gilly(ect...) Program
r4pt0r replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
This suggestion is still for the stock game, but are there any mods similar to what I describe? creating a program and getting relevant contracts? Squad seems to like to add features after mods have already done them. -
and thats just about it. moving the goal posts doesnt help anyone. when its marketed to the masses as a finished product leaving early access, i mean come on. but whats done is done, no point in debating it now.
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not KSP related, but that doesnt mean we have to accept it. That terrible batman pc port was garbage, and enough people spoke up or got refunds so now its getting fixed. day 1 patches are terrible. some games in 20 years will be unplayable on consoles if the servers arent up for the needed patches.
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that sums up my thoughts too. for me nothing was so erroneous to break my suspension of disbelief.
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Granted, I am still under the bias that its a stupid OS for touchscreens and tablets so by all means enlighten me. I just want a desktop with a start bar at the bottom. I think the "tile" system I've seen is dumb. EDIT: maybe im thinking of 8? perhaps I've not seen 10....
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I love how it makes spaceâ„¢ easy. You don't need to be an MIT grad to slap a few tanks on an engine, say "that should be enough to get me there" and go. No need for stupid math.