• Kerbal Space Program v9 - "Escape Rocket" Hat DLC, only £0.99!
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is it a spaceplane if it can't go to space?
[QUOTE=Why485;40223996]Where did he say that? If you're referring to career mode, it's just going to be something you set when you start a game. The GUI for that is already in the game. Sandbox and career are likely to be completely identical except sandbox will have no limitations on money or parts.[/QUOTE] i was clarifying what you said? so it'll be like free drop in packs that you don't need to install, but you can have them if you want to use colonization etc
My personal opinion is that Squad needs to talk to each other, instead of just saying "Oh, hey, guys, we're doing this now, okay?" in the middle of a livestream while half the team has no idea what's going on, half isn't there, and half doesn't speak English in a fluent capacity. They also need to have a set plan for what they're going to be doing going into the future, and stick to it instead of, again, "we're doing this now, okay?". Such problems are nothing new to indie developers, though. Notch had the same issue, it's why he passed it off to Jeb and Dinnerbone. They found a way to work around them, and now they have a fairly decent plan for the next few updates. I think Squad should think about taking notes.
Aren't there trees on Kerbin? I know they are pretty rare but I remember someone posting a picture of a tree they spotted.
Frankly, I think everyine should just wait and see what happens until its confirmed/actually happens and [B]then[/B] complain about it, because complaining about something before it's even fleshed out more than a few comments on a stream, or complaining about something that may or may not happen, is frankly ridiculous. Lets say KSP reached a full complete status, and then, months or even years or so down the road they release a high quality, classic expansion size level set of content for you to buy, would you be complaining then? (The term "downloadable content" has really been tarnished by the big major companies to mean "small, often superfluous thing you buy for five bucks" when infact the term covers everything from large, complex and game changing expansions to, well, small useless, cosmetic stuff)
KSP Weekly Update just got posted. No update on the whole expansion/DLC comments, but there are a few screenshots of some spiffy new parts. I'm glad to see more of KSPX making its way into the stock game. [url]http://forum.kerbalspaceprogram.com/content.php/157-KSP-Weekly-09APR2013[/url] [img]http://i.imgur.com/2O8F7zC.png?1?6393[/img] [img]http://i.imgur.com/4TcH1qU.png?1[/img]
[QUOTE=woolio1;40224217]My personal opinion is that Squad needs to talk to each other, instead of just saying "Oh, hey, guys, we're doing this now, okay?" in the middle of a livestream while half the team has no idea what's going on, half isn't there, and half doesn't speak English in a fluent capacity. They also need to have a set plan for what they're going to be doing going into the future, and stick to it instead of, again, "we're doing this now, okay?". Such problems are nothing new to indie developers, though. Notch had the same issue, it's why he passed it off to Jeb and Dinnerbone. They found a way to work around them, and now they have a fairly decent plan for the next few updates. I think Squad should think about taking notes.[/QUOTE] To be honest, the developrs of KSP are really passionate about their game, they get caught up, especially in live streams saying what they, personally, would love to do with the game, whether it's feasable or realistic or not. People just take their speculation as the word of Jeb, and that its entirely, actual fact. For all those of you who are saying they are just turning into money grubbers, try looking at it this way: The developers love the game, and want to keep on giving their community new stuff to play with, however, this takes time, and money, which the developers get from Squad, to be able to continue adding new stuff past the point of completion, they have to do it in a way that satisfies their parent company and at the same time doesn't act as a money sink. Ther'es how many developers now? LEts use 6 as an example, at british [I]minimum wage[/I] Squad puts out, in developer wages [I]alone[/I] £5k [B]a month[/B], let alone hosting costs for the forums, the site and spaceport, nevermind electrical and rent costs for the Squad office. Its going to get to a point where, after releasing the complete game, that money is going to run out, and its a choice between them not releasing any new features (beyond the scope/plan for the original game) or them releasing it but it coming at a price, in money, to the users. Also, justa small disclaimer, I'm starting becoming a more active mod on the KSP forums, however, anything I say on here (or the KSP forums) is, unless otherwise indicated, my personal opinion and not a moderator/the moderators stance or the Developers or mods views.
[QUOTE=RayvenQ;40224336]hosting costs for the forums, the site and spaceport[/QUOTE] Does Valve charge for Steam Workshop? If they used that instead of Spaceport (and there's no reason not to for them, since more people on Steam only helps Squad), there's one less major cost for them. I'd say they could use SPUF instead of the KSP forums too, but it's too limited and has a lousy community already.
Mission to Eve with deadly reentry plugin. Begin aerobraking [IMG_thumb]http://i.imgur.com/VWUwarA.png[/IMG_thumb] Apoapsis decreasing rapidly [IMG_thumb]http://i.imgur.com/ye2RCZ0.jpg[/IMG_thumb] Still slowing down [IMG_thumb]http://i.imgur.com/FDcrfSv.png[/IMG_thumb] Thicker atmosphere (getting deadly) [IMG_thumb]http://i.imgur.com/I9TFOyX.jpg[/IMG_thumb] Yay! [IMG_thumb]http://i.imgur.com/8LapPuv.jpg[/IMG_thumb]
who cares it's not like 0.20 is going to be paid, any serious talk of expansions is a long time away continue crashing rockets now, worry about it then [editline]edit[/editline] stuff [IMG]http://puu.sh/2wNll[/IMG]
I'm of the opinion that this at the very least raises the issue of the ambiguity inherent in selling something pre-release. The essential unanswered question is, "What am I buying?". If the company doesn't address that clearly (like saying you get "all future 'updates'" [example of unclear features]), then there's inevitably going to be conflict with your customers when you want to close the book on "version 1" (and thus the product you sold them), and then move on to making a new product in order to make more money (nothing wrong with that). I think that ideally the developers should clearly outline the features people are buying. Of course, this introduces constraints on what you can do, which is partly why I actually think most products should be kept internal until they are feature complete. Although it's hard to say that while I'm building this space station...
[QUOTE=Neo Kabuto;40224434]Does Valve charge for Steam Workshop? If they used that instead of Spaceport (and there's no reason not to for them, since more people on Steam only helps Squad), there's one less major cost for them. I'd say they could use SPUF instead of the KSP forums too, but it's too limited and has a lousy community already.[/QUOTE] 2 reasons they use SpacePort instead of Steam Workshop. 1: They already paid for SpacePort to be developed before Steam integration was even considered. 2: They don't want to force people to have to play on Steam for their mods. (#2 is what they've stated, #1 is just my judgement)
[QUOTE=Noth;40224796]2 reasons they use SpacePort instead of Steam Workshop. 1: They already paid for SpacePort to be developed before Steam integration was even considered. 2: They don't want to force people to have to play on Steam for their mods. (#2 is what they've stated, #1 is just my judgement)[/QUOTE] Having already paid for Spaceport would have to be weighed against the money saved on running it if they switch. We don't know how much they paid or how much it costs to run, so we can't really judge it. Workshop integration wouldn't make it so you need Steam for mods. Skyrim has both options, as does Garry's Mod. All it does is takes the burden of hosting some of the addons off of Squad's back. I'd imagine most popular mods would still have a non-Steam mirror, anyways.
[QUOTE=Neo Kabuto;40224936]I'd imagine most popular mods would still have a non-Steam mirror, anyways.[/QUOTE] but perhaps not all of them I'm using the non steam version and I will be very unhappy if they decide to go steam workshop
[QUOTE=krail9;40225095]but perhaps not all of them I'm using the non steam version and I will be very unhappy if they decide to go steam workshop[/QUOTE] I'm on the non-Steam version too (with no plan of switching), but if they're that desperate for money I'd be okay with them dumping Spaceport for Steam Workshop.
[QUOTE=woolio1;40224217]My personal opinion is that Squad needs to talk to each other, instead of just saying "Oh, hey, guys, we're doing this now, okay?" in the middle of a livestream while half the team has no idea what's going on, half isn't there, and half doesn't speak English in a fluent capacity. They also need to have a set plan for what they're going to be doing going into the future, and stick to it instead of, again, "we're doing this now, okay?". Such problems are nothing new to indie developers, though. Notch had the same issue, it's why he passed it off to Jeb and Dinnerbone. They found a way to work around them, and now they have a fairly decent plan for the next few updates. I think Squad should think about taking notes.[/QUOTE] It's like with 0.18, They first set out a few simple goals, Then it suddenly turned into a massive snowball of new stuff.
[QUOTE=Blockhead;40225179]It's like with 0.18, They first set out a few simple goals, Then it suddenly turned into a massive snowball of new stuff.[/QUOTE] It seems like a lot of indie games get like that. Dwarf Fortress and Minecraft, for example. It's probably a side effect of having lofty sandbox goals without being forced to plan out every feature before development.
I don't understand why this whole DLC thing is even a thing. The way N3X15 explained it makes perfect sense. It's not some dumbass conspiracy to steal your wallet. Ugh. Reddit is a worthless cesspool of bandwagoning and hatejerking. [I]ANYWAYS[/I] I've sort of been angered at the fact that Deadly Reentry makes HTOL SSTOs (or even planes that travel above Mach 3) impossible.
How do you guys get your SSTO spaceplanes into orbit? I'm trying that cool hyperspace ring one, I have my ring in orbit, but I can't get the plane into orbit. Do I do a very flat lift, like 5 degrees up or what?
Where's that mod with the spacestation parts that, are like, really extensive in use? I mean, they are big and like, I can't remember. Quick, station mods!
[QUOTE=LordCrypto;40226419]How do you guys get your SSTO spaceplanes into orbit? I'm trying that cool hyperspace ring one, I have my ring in orbit, but I can't get the plane into orbit. Do I do a very flat lift, like 5 degrees up or what?[/QUOTE] Get up to orbital altitudes, fire the rocket. That is how you space.
[IMG]http://i.cubeupload.com/k5WrbO.png[/IMG] 42 and counting! 50km/s right now. [editline]10th April 2013[/editline] Although I am using debug cheats. I wanna reach an insane speed anyways though. Will post updates as my velocity continues to increase
Is there a way copy an entire vessel and paste it into the VAB with another one? I'm building a ship to carry 4 little hovercraft, and with the symmetry system it's extremely difficult to try to recreate them. I just want to paste it in, tack it to the sides of the carrier, and go.
[QUOTE=LordCrypto;40226419]How do you guys get your SSTO spaceplanes into orbit? I'm trying that cool hyperspace ring one, I have my ring in orbit, but I can't get the plane into orbit. Do I do a very flat lift, like 5 degrees up or what?[/QUOTE] I haven't tried this plane (really should), but that's the gist of it. Thing is though (this is true for every spaceplane), you'll want to do a test flight first so you can find out the flight ceiling, which optimally should be around 30km. That way, you'll know when to light the main engines for maximum efficiency. Speaking of which, when shutting down the airbreathers, shut all intakes as well, it really lessens drag, thus giving more fuel. I usually go at around 25% thrust until 15km, then floor it until I reach about 1.7km/s at 25k. After that, I pitch up a bit and shut off the engines and intakes. At that speed, shutting the engine off means you'll keep going up, so when I'm at the apex I usually fire up the thrusters to get to 100k.
Look at the subassembly saver/loader.
[IMG]http://i.cubeupload.com/732BSH.png[/IMG] Just reached 100 km/s I'm prolly gonna go for a thousand km/s [editline]10th April 2013[/editline] I failed to reach 1000 km/s :( But I did manage to get this far: [QUOTE][IMG]http://i.cubeupload.com/BDIXta.png[/IMG][/QUOTE]
[QUOTE=Milkdairy;40226791] Just reached 100 km/s I'm prolly gonna go for a thousand km/s [editline]10th April 2013[/editline] I failed to reach 1000 km/s :( But I did manage to get this far:[/QUOTE] What the hell did you launch to get that speed? Unless this is debug mode stuff then nevermind.
Aye, it is as I mentioned last post. I think I'll try to do it legitimately next time (if this is even possible) I'm actually curious as to how far you can go though. Right now I'm about 6-7 Eeloo orbit distances away from the Sun.
[QUOTE=Milkdairy;40227026]Aye, it is as I mentioned last post. I think I'll try to do it legitimately next time (if this is even possible)[/QUOTE] Leaving ion engines running overnight is the only way I can think of. 1 xenon tank provides about 1 hour of thrust to a single ion engine.
[QUOTE=Milkdairy;40226791][IMG]http://i.cubeupload.com/732BSH.png[/IMG] Just reached 100 km/s I'm prolly gonna go for a thousand km/s [editline]10th April 2013[/editline] I failed to reach 1000 km/s :( But I did manage to get this far:[/QUOTE] You missed a few threads back, I hit (and exceeded) light speed. Though I made my own engine, and actually don't think I made it as far out as you did. Problem with the amount of thrust I used, anything more than 5% throttle shot the engine through the ship.
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