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xnorb

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Everything posted by xnorb

  1. Start out small - and i mean real small. Adding fuel and especially engines will only benefit you rather little. Lowering the weight of your rocket makes it so much easier taking your first steps. You might want to watch some "KSP stock challenge" videos. There you see how people take only 7 parts to get to places you don't think are possible with 40
  2. Reverting. Time is the only currency that's of any value in video gaming.
  3. Landing on Duna. Jebbediah is currently orbiting Duna but i don't have enough fuel to land and return. Lesson learnt, next Duna mission will carry more fuel
  4. Haven't even touched planes yet, still all occupied with rockets and as i just stretched out to Duna, i don't really need any of the new tools. Being still a newbie it's less frightning not using everything at your disposal
  5. Although i absolutely love the idea of multiplayer, how will that ever work? Without time acceleration this game is basically unplayable, but all connected clients need to run the same time all the time. So, both need to agree on time acceleration but if only one reduces time acceleration it would overrule? I think there will be many many many minutes of wasted time and playing with randoms will be more or less impossible unless you meet somebody either patient enough to wait for you or being just as fast as you are.
  6. Absolutely no point in choosing Frosthype. UE and Cry are far better choices because they aren't in constant Beta like FB. You can also make stunning effects in Unity - just check some Interstellar Marines gameplay.
  7. In the end it's a sandbox game. But still i stand the point that Mechjob is the easy way out and you shouldn't use it
  8. With 30 hours in you should know how to use manuever nodes, so there's no guessing when you need to do what and it tells you exactly what you need to do to lower your orbit. Landing on Mun is quite tricky because the ground is horribly uneven (i never had problems with killing vertical velocity or fighting the gravity, just the uneven ground made landing a horribly hard task) That's why it's better going for Minmus first. It's valleys are flat as pancake and it's super easy landing there. If you use too much fuel, most likely your rocket is way oversized. I see you got 5 fueltanks on your lander - my lander only has 1! (And it's easy to come home with just 1 tank) Try again, but this time go small - and use the power of the manuever nodes.
  9. Flags should never appear as Flights in progress. Someone suggested to plant a flag at every biomes of the Mun so you know which ones you already visited. Imagine this done for all moons and planets ... 80 flights in progress, and the real flights completely lost in the mess.
  10. Absolutely no to random failrate ... I don't want to plan a mission go through the thrill of getting there just to have my transmission fail just because a PRNG decided so. On the base topic: Returning your rocket and your Kerbal pilot should be rewarded. I can't see how you reward this without higher payout for returning. Btw, you seriously come up with the realism argument ?
  11. I would take that as an extra challenge and start from scratch
  12. Career mode is quite challenging if you a) don't know what you need/can do to get science points (as you only see what you already did) are new to KSP (like me) and can't even manage to get in a stable orbit unless way later on c) don't use any mods and control your spacecraft manually Mun and Minmus are already rather difficult to get there, land and return with the stock parts you unlocked with the '90 science points' parts, i don't know if i can get to Duna with my experience and the parts i unlocked (although i got the LV-N already, so this should be fine i guess) Of course this is more a question of lacking experience than pure parts (seeing how Scott could get to Mun and Minmus on his very first mission) but you can't design a career mode for the super pro players. KSP is already a challenge on it's own if you start off. Absolutely no need to make the career mode even more difficult. Making career mode a question of budget at the very start, then i can already see many newcomers getting stuck after blowing up their first 3 rocket designs without returning any science.
  13. KSP was the only game in 2013 (and maybe even of the last 3 years) that made me sit down for a few hours on first launch. I did the tutorials (although i completely forgot about the manuever node on my first few travels) and later on i watched some youTube videos to get the hang of how to space. Started career mode twice and in the meantime i managed to successfully land and return to Mun and Minmus. I even managed to get a Kerbal rescued from Minmus. So many things left to do ...
  14. Hello everybody, i'm new to KSP (25 hours in, still busy with Mun and Minmus) and of course i try to gather some knowledge in forums and on youTube - and here's what bugs me a little bit. There are mods that change a few things around (like tech tree changes for what i've heard) or give you some helpful information so you don't need to calculate yourself (i think Kerbal Engineer fits in this description). But then there are also mods that take way too much control from the player. To my understanding MechJeb is more or less cheating. I haven't installed any mod yet, but when i read that people let mods handle their launches, dockings or landings, then i really wonder how much there is to them being responsible for the mission success. Isn't that like using an aimbot in an FPS ? Of course, KSP is no versus game, so impact on others is non existant, but still it doesn't feel right to me using them. Or do i have a completely wrong understanding of what does mods do ?
  15. Bill landed on Minmus (First try to get there) with no fuel to return home, so i had to launch my first rescue mission: http://imgur.com/a/DH6j8
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