Hidden Gunman
Members-
Posts
48 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Hidden Gunman
-
I think it would probably make a difference for someone completely new to KSP. But, on the other hand, if 'failing' became a major focus (or not failing) it might take away from the fun aspect for some people, and turn the game into more of a competitive 'I beat the game' thing.
-
Recovered parts and refunds.
Hidden Gunman replied to Hidden Gunman's topic in KSP1 Gameplay Questions and Tutorials
Cheers for that. Think I'll just put docking ports on the big out of atmosphere stuff and build a tug to drag them back home....being a miser takes some effort -
Is perfectionism driving you crazy in 0.24?
Hidden Gunman replied to allmhuran's topic in KSP1 Discussion
KSP has always been an unforgiving game (/sim), but at least with 0.24 there is now much more of a point to it than an exercise in self-imposed perfectionism. I've always enjoyed the 'one mistake and it's all over' aspect, but now there are consequences beyond kicking the dog and redoing several or more hours work. -
Tip: Ramjets. On smaller craft, especially for the rescue missions and other kerbal system contracts, a couple of those on a small rocket will get you up and away at a pittance of the cost of other gear.
-
I admit I haven't taken a good look at this, but it seems that parts that you recover via the Space Centre after a mission don't give you refunds, and don't seem to be calculated into the contract completion process. I stuck parachutes on stages and pieces I've dropped, recovered them after a mission, and no change to funds. Am I missing something, or is this a development oversight? (The issue being they are big bits, and big bits cost money).
-
[ or ] ?!? I got to the point where I was about to start nudging Bobdin into a decaying orbit... Thanks for posting that answer...saved me from kicking the dog.
-
You Will Not Go To Space Today - Post your fails here!
Hidden Gunman replied to Mastodon's topic in KSP1 Discussion
http://i494.photobucket.com/albums/rr304/Gugnho1a/2013-12-14_00001.jpg' alt='2013-12-14_00001.jpg'> D'OH!!! -
Manned (Kerbaled) flights in career mode...
Hidden Gunman replied to richiespeed13's topic in KSP1 Discussion
I work on the premise that I prefer to take things slowly, and use the probes as something of a brake on too far - too fast. Although it slows the (current) Science gathering down, it just seems appropriate to send probes somewhere prior to sending Kerbals...and a lot less lethal to them. -
Pics or she didn't happen...
-
Looks like a self-burying trajectory.
-
I've experienced a couple of these. The disappearing spacecraft happened with a probe returning from the Mun. I had saved by returning to KSC and logging out of the game, when I went back in later the probe had disappeared...no wreckage, no record. Alien abduction... Only mod was mechjeb.
-
You Will Not Go To Space Today - Post your fails here!
Hidden Gunman replied to Mastodon's topic in KSP1 Discussion
After countless hours and attempts, I finally got a lander onto the mun, with enough juice left for rendezvous and return home. All went well, till I turned off the SAS after touchdown on a slight slope...and it fell over onto the crew hatch. -
Basically, there's a lot of answers available in this sub-forum, but it still takes a lot of wading with no guarantee of success. Is it worthwhile to have a stickied thread to consolidate the 'how to's' and tips? Not a discussion thread, simply a bold headline per post on what it relates to, for example: How to put docking ports on your craft "Explanation..." Rather than debate entries, if there is more to add, then add it via another post with the same title. This 'game' is pretty demanding, it just might make things easier for folks.
-
It's taken be two weeks, for 136 hours in game, and I've finally worked out I need a notebook full of equations and a scientific calculator....
-
I've been at KSP for about 2 weeks or so...'achievement' I'm proudest of so far is working out that aircraft engines make great little ramjet boosters under 10 000m.
-
Tips and tricks you found out yourself
Hidden Gunman replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
Double check everything, and always 'walk' through a mission and see that you have the right gear for the job. Nothing is worse than returning to Kerbin for splashdown and suddenly finding out that you don't have parachutes. -
Thanks Vanamonde, I've been doing that, it's a bit like 'science point farming', although I understand that there may well be tweaks to the system. Definitely needs a little bit of re-organisation and rebalancing, but nothing too drastic. Cheers
-
Science in career mode?
Hidden Gunman replied to hendenburg2's topic in KSP1 Gameplay Questions and Tutorials
Finding out how to do things is half the fun...if you have the time and patience (although there is an endless supply of kerbals apparently). I've been doing all the sample collecting and experiments, and I'm finding that there appears to be something of an imbalance between science points received and science points required for tech and equipment advancement. I'm sort of at the view that 'received' could be increased by 50% and 'required' could be reduced by 33% to increase the rate of advancement and unlocking - it's not that appealing to have to wander around Kerbin doing stuff that you would much rather be doing on some other celestial body (and if you start a new career every so often, it's a case of 'Groundhog Day!') -
Hey all, picked up KSP a fortnight ago and have developed something of an addiction to it. Quick question though - I'm running through on 'career mode' and am finding that there seems to be an imbalance between 'science points earned', and 'science points required', for researching tech and unlocking new components. For example, I've launched five or six successful Mun missions - fly-by's, 'stayputnik/probe hybrid' landings, and am now ready (skill wise) to conduct a manned landing, but I haven't scored enough science points to unlock some fairly essential gear to do so (primarily docking gear). I am doing experiments whenever possible, but it doesn't seem that the returns are sufficient to match the requirements needed for higher tier gear. Are other players finding this? Or am I missing something? As a suggestion, it seems that the 'science points earned' could be increased by 50%, and 'science points required' could be decreased by 33%, both across the board, to raise the rate of tech and equipment advancement. Plus there are only so many times you can do similar things without boredom or repetiveness creeping in.