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Kerbal Space Program - Page 22

Forum Index > General Games
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Jetaap
Profile Blog Joined November 2010
France4814 Posts
November 15 2014 15:35 GMT
#421
I've used the Kerbal renaissance compilation, mostly cosmetic it was quite good. I've been back to stock recently though.
Jetaap
Profile Blog Joined November 2010
France4814 Posts
Last Edited: 2014-11-16 11:45:25
November 16 2014 11:45 GMT
#422
So i'm back into modding, my main focus is to have an improved vanilla experience, so i think some might be interested on TL.

So far i've installed:

- kerbal engineer (makes your life easier with delta V readouts, phase angle etc..)
- kerbal alarm clock: allows you to timewarp without worrying about missing your waypoint, also usefull to do multiple mission at once wich can be required in career mode.
- kerbal renaissance: a mod compilation, cosmetic improvement to the game makes it much prettier
- precise nodes: amazingly usefull mod, allows you to have complete control on your maneuver nodes
- fineprints: improves the contract system and gives much more interesting missions.

So far i'm really happy with my choices, definitely a big improvement while staying true to the core game. If your PC is a bit weak though Renaissance is a bit power hungry though, but it's still reasonnable.
nimbim
Profile Blog Joined June 2009
Germany984 Posts
December 15 2014 23:36 GMT
#423
http://forum.kerbalspaceprogram.com/content/322-KSP-has-gone-Beta!-v0-90-0-is-Officially-Released!

features:
Upgradable Facilities
Kerbal Experience and Skills
Editor Overhaul
Mk3 parts
More contracts
More biomes
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
December 16 2014 00:39 GMT
#424
It is very smexy from what I viewed on the "suddenly preview beta streams" yesterday. (Some 24k people watching KSP on twitch? Unheard of! But then 20k was on one popular streamer. All of the other streamers did get some nice bumps though.)

... And then they release it today while people are thinking "maybe next week?" Sneaky sneaky.

On the down side, I had a nice Apollo-style Mun mission set up that I think I'm just going to scrap. Also, Kerbal Engineer and Kerbal Alarm Clock haven't been updated yet - and those are the only two mods I think of as "should be stock". There's even a new feature that is similar to MechJeb Smart A.S.S., which renders that into "totally optional" categorization. (But MJ has been updated.)
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
Mordanis
Profile Blog Joined January 2011
United States893 Posts
December 16 2014 08:29 GMT
#425
I quite like the new features, but I feel like the game is quite a bit harder, at least to start out from scratch now. Hard in a good way though, like I'm always worrying about money, science, and actually doing things, where the previous versions with money I felt like money was too easy to get.
I love the smell of napalm in the morning... it smells like... victory. -_^ Favorite SC2 match ->Liquid`HerO vs. SlayerS CranK g.1 @MLG Summer Championship
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
December 16 2014 10:28 GMT
#426
I like the name "beta than ever". And the features added does surely sound awesome
EZ4ENCE
Veldril
Profile Joined August 2010
Thailand1817 Posts
Last Edited: 2014-12-16 10:43:42
December 16 2014 10:41 GMT
#427
Yeah, I can't wait to try this new version (after all the mods are updated). I spent like more than 800 hours on KSP already and I bought it for like less than $20. This game surely was one of the best value game I got in my life time.
Without love, we can't see anything. Without love, the truth can't be seen. - Umineko no Naku Koro Ni
Jetaap
Profile Blog Joined November 2010
France4814 Posts
December 16 2014 14:38 GMT
#428
The new editor gizmos are awesome, just did a new clean install (wiped all my saves as well) as i like to start fresh whenever a big update hits. I'll probably play a bit of vanilla and mod it again after a while, i've looked into CKAN (https://github.com/KSP-CKAN/CKAN) which is a mod manager for KSP, and it looks like something very promising to make modding easier to manage.
Now if only the 64bits client worked that would be awesome, but i think it's something on unity's end .
Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
December 16 2014 14:51 GMT
#429
On December 16 2014 23:38 Jetaap wrote:
The new editor gizmos are awesome, just did a new clean install (wiped all my saves as well) as i like to start fresh whenever a big update hits. I'll probably play a bit of vanilla and mod it again after a while, i've looked into CKAN (https://github.com/KSP-CKAN/CKAN) which is a mod manager for KSP, and it looks like something very promising to make modding easier to manage.
Now if only the 64bits client worked that would be awesome, but i think it's something on unity's end .

I'm sure stuff like that is going to get a lot more focus now that the game is scope complete
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
Veldril
Profile Joined August 2010
Thailand1817 Posts
December 17 2014 04:23 GMT
#430
On December 16 2014 23:38 Jetaap wrote:
The new editor gizmos are awesome, just did a new clean install (wiped all my saves as well) as i like to start fresh whenever a big update hits. I'll probably play a bit of vanilla and mod it again after a while, i've looked into CKAN (https://github.com/KSP-CKAN/CKAN) which is a mod manager for KSP, and it looks like something very promising to make modding easier to manage.
Now if only the 64bits client worked that would be awesome, but i think it's something on unity's end .


You can always get an Ubuntu to play KSP! Unity x64 run quite smoothly on Linux.

I am going to install Ubuntu in my desktop tonight just to set it up for playing KSP (and if I am proficient with it enough it might becomes my OS of choice in the future).
Without love, we can't see anything. Without love, the truth can't be seen. - Umineko no Naku Koro Ni
Jetaap
Profile Blog Joined November 2010
France4814 Posts
December 17 2014 22:51 GMT
#431
I don't know, i actually have ubuntu but from my last experience the build was not really stable and performance was slightly worse on linux
nimbim
Profile Blog Joined June 2009
Germany984 Posts
December 19 2014 22:26 GMT
#432
Damn, I started a new game with funds penalties at 200% and now I've realized that building costs scale with it. 420k for the first VAB upgrade is not nice, I can't afford to do anything except simple orbit missions. The 30 part limit makes it even harder since you can't spam science modules and without the tracking station upgrade (a mere 280k) you only see a grey orbit and can't create maneuver nodes. I will try to do a Mün mission under these conditions and probably start a new game with less funds penalties after that lol.
Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
December 20 2014 01:18 GMT
#433
On December 20 2014 07:26 nimbim wrote:
Damn, I started a new game with funds penalties at 200% and now I've realized that building costs scale with it. 420k for the first VAB upgrade is not nice, I can't afford to do anything except simple orbit missions. The 30 part limit makes it even harder since you can't spam science modules and without the tracking station upgrade (a mere 280k) you only see a grey orbit and can't create maneuver nodes. I will try to do a Mün mission under these conditions and probably start a new game with less funds penalties after that lol.

I play on custom, most of the things on hard doesn't actually harder, just more of a grind ;_;
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
nimbim
Profile Blog Joined June 2009
Germany984 Posts
December 20 2014 02:15 GMT
#434
On December 20 2014 10:18 Epoxide wrote:
Show nested quote +
On December 20 2014 07:26 nimbim wrote:
Damn, I started a new game with funds penalties at 200% and now I've realized that building costs scale with it. 420k for the first VAB upgrade is not nice, I can't afford to do anything except simple orbit missions. The 30 part limit makes it even harder since you can't spam science modules and without the tracking station upgrade (a mere 280k) you only see a grey orbit and can't create maneuver nodes. I will try to do a Mün mission under these conditions and probably start a new game with less funds penalties after that lol.

I play on custom, most of the things on hard doesn't actually harder, just more of a grind ;_;


Yea I don't play with lowered rewards, just the building cost scaling caught me by surprise.
Jetaap
Profile Blog Joined November 2010
France4814 Posts
December 27 2014 19:54 GMT
#435
If you're interested in ksp but haven't bougth the game yet this might be your chance:
http://www.reddit.com/r/KerbalSpaceProgram/comments/2qjcvg/attention_anyone_that_doesnt_own_the_game_but/
Alcathous
Profile Joined December 2014
Netherlands219 Posts
December 27 2014 20:10 GMT
#436
Make game harder with deadly reentry and Ferrum, not with the crazy hard settings.

But that probably doesn't work with .90 yet.
SKC
Profile Joined October 2010
Brazil18828 Posts
December 27 2014 20:35 GMT
#437
Both were updated to .90 very quickly, but technically FAR can make the game easier, not harder. It can be harder at first when you don't know how to control your rockets, and for stuff like flying, but you will be able to get into orbit with less dV. I personally don't really care about how they did the difficulty levels because I couldnt really think of a better alternative.

What I do think would be cool is a rocket simulator inside the game. Just something that allows you to test stuff without wasting all your money in rocket parts, you really don't have that much to spare. When you are starting out you probally end up save scumming or reverting flights all the time. Plus it could be set up just to practice landings or other manuevers at other planets without waiting for the right time slot and wasting all the time needed to get there.

It kinda messes with the idea of trying things out by exploding your kerbals, but career mode doesn't really allow you to keep crashing into the mun until you get the hang of it.
Alcathous
Profile Joined December 2014
Netherlands219 Posts
December 27 2014 20:51 GMT
#438
The hard part of Ferrum is that your entry vehicle can be pulled apart if you hit the wrong angle and go too fast.

Donno if you need more or less dV.

The whole testing doesn't work from very well from a gameplay point of view. Often hard to hit the right speed and altitude at the same time.

Blasting a rocket fixed in some concrete testing structure for science/money would be really lame gameplay.
Duka08
Profile Blog Joined July 2010
3391 Posts
December 27 2014 20:58 GMT
#439
On December 28 2014 05:51 Alcathous wrote:
The hard part of Ferrum is that your entry vehicle can be pulled apart if you hit the wrong angle and go too fast.

Donno if you need more or less dV.

The whole testing doesn't work from very well from a gameplay point of view. Often hard to hit the right speed and altitude at the same time.

Blasting a rocket fixed in some concrete testing structure for science/money would be really lame gameplay.

Pretty sure he means simulator as in a "game" within the game. Build a rocket, "load it in the simulator" to test fly some aspects before actually putting the Kerbals in it and sending it to the launch pad.

That is essentially what the game IS in the first place, but in career mode you can't always afford to lose kerbals/rockets if something weird goes wrong after a few stages
Alcathous
Profile Joined December 2014
Netherlands219 Posts
December 27 2014 21:12 GMT
#440
Well, you always have that movement where people suggest you should be able to do space probes first, then Kerbals.

You can also use Isp adjuster to adjust for Ferrum.
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