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Posted: Fri, 1st May 2015 02:20 Post subject: |
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It has a very steep learning curve does Kerbal, and I can understand people loading it up, playing for a short period, and saying, FUCK THIS! lol
Its also one of those rare games, where, the more you put into it, the more you will get out of it, and has rich rewards to offer, in abundance, for those who persevere and learn the system.
Not an easy task for most, as patience is a rare commodity nowadays.

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Posted: Fri, 1st May 2015 10:24 Post subject: |
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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Fri, 1st May 2015 13:29 Post subject: |
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I've had no problem getting up... but coming down kills me. (Unless I abuse the bug in parachutes)
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
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Posted: Fri, 1st May 2015 18:40 Post subject: |
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mtj wrote: | I've had no problem getting up... but coming down kills me. (Unless I abuse the bug in parachutes) |
Then you are screwed now, 1.0.1 is UP and fixes chutes
Quote: | We've just published KSP v1.0.1. This is a small revision patch to address some of the most noticeable bugs we encountered since the release of 1.0.
Some of these we knew about for a while, but couldn't fix in time for the release (as we approach publishing time, the risk of code-breaking and delaying the entire release outweighs any benefits in the potential fix), others we found out about during the weekend livestreams, and some others we found from your own feedback.
This patch isn't meant to cover every single bug, of course, just the more relevant ones. We're going to keep on with the bugfixing and tweaking as we move into development of version 1.1.
Here's the patch changelog:
=================================== v1.0.1 ============================================================
Bug Fixes and Tweaks:
Thermal:
* Temperature gauge system.
* Vessels which are splashed will now have much higher convective coefficients making them cool to ambient temperature faster.
* Removed node size from being taken into account for stack occlusion. Added custom drag cubes for remaining hollow parts.
* Parachute heating/burning.
* Fix for bug in FI dealing with unpacking vessels at analytic warp (>=1000) rates.
* Fixed conduction on service bays. Added Module Conduction Modifier to help service bays not incinerate their contents & configs updated
* Updated emissivity for spaceplane configs.
* Lowered heat production on LV-N.
Resources:
* Replaced overheat mechanic of the ISRU and drills with a skill-based mechanic.
* Removed Overheat Throttle mechanic.
* Increased mass of Ore tanks to match wet/dry ratio of stock tanks.
Aerodynamics:
* New values for physics global drag and lift multipliers.
* Added a CoP offset calculation to procedural fairings
* Fix for the aero debug drag arrows switching directions. Added body lift arrows (cyan)
* Fixed occlusion on mk2 docking port.
* Fix for Laythe's atmosphere.
Solar Panels:
* Solar panels now use the proper inv square from FI's solar flux.
* Removed obsolete power curves from solar panels.
* Rebalanced solar panels against each other.
Career:
* Doing science at the flagPOLe, the north POLe, or the south POLe, will no longer mark Pol as visited with the progress tracker.
* Science contracts and science World Firsts can no longer be triggered with science gained by reverse engineering recovered vessels. You have to transmit or recover an actual experiment.
* Ensured that if a grand tour contract includes Kerbin, that Kerbin is chosen as the final stop on the tour.
* Capped amount of recovery contracts that can generate, but increased caps on station and base to increase contract variety.
* Fixed "On Wheels" optional side objective not triggering on outposts when utilizing the new fixed landing gears.
* ISRU contracts round their capacities up, to handle cases where the player brings exactly enough resource capacity.
* Use the word "spaceflight" instead of "flight" when appropriate, to prevent player mistaking certain things for atmospheric flight.
* If the game cannot find an agent listed in the save file, it will pick a random agent.
* Remove some debug information from survey waypoint generation.
Parts:
* Added Tier 0 rocket fin.
* Added RescaleFactor to the RT-5 (preventing a potential regression bug).
* Removed the allowstack option from the NBS and orbital scanners to fix a bug if they were used as the root part.
* Fixed an issue where the physicsSignificance flag was set to 1 for heat shields.
* Added an option to clamp the lower bound of the deploy pressure of parachutes.
* Adjusted parachutes to open at a slightly higher atmospheric pressure.
* Fixed fairings not initializing their masses in flight properly.
* Added module info section for fairings.
* Rebalanced engine entry costs.
Miscellaneous:
* Moved all Part Loader part info code into a separate method which is run after drag cubes are loaded/created. Thus modules can access the part’s drag cube information in their info.
* MapSO and CBAttributeMapSO methods made virtual and member variables protected.
* Made physics-less part mass effect KB mass value.
* Zero part count vessels will not be run through Flight Integrator.
* Increased mass on some wings.
* Fixed a nullref being caused when clicking between vessels and empty space in map view.
* Vessels that blow up in atmosphere properly kill off their crew members.
* Added Part temperature gauges/highlighting (toggle with F10).
* Part temperature overlay can now be toggled with F11
* Part aerodynamic forces overlay can now be toggled with F12 |
Also : http://www.pcgamer.com/kerbal-space-program-review/
Not bad 
Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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MannyK
Posts: 1405
Location: Brazil
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mtj
Posts: 2315
Location: Austria / Finland
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zibztrollingme
Posts: 1526
Location: RAR - Racist Against Russia. Apparently.
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Posted: Fri, 1st May 2015 20:18 Post subject: |
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Ffs. GTA 5, The Witcher 3 and this in such a short time span. Grrrrrrrrrrr
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MannyK
Posts: 1405
Location: Brazil
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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Sat, 2nd May 2015 09:36 Post subject: |
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Posted: Mon, 4th May 2015 03:03 Post subject: |
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zibztrollingme
Posts: 1526
Location: RAR - Racist Against Russia. Apparently.
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Posted: Mon, 4th May 2015 07:48 Post subject: |
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Whoa! I'm sure someone was high when they approved that.
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nerrd
Posts: 3607
Location: Poland / USA
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Posted: Tue, 5th May 2015 00:47 Post subject: |
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A bit off topic and posibly already mentioned here, but I wanted to give a heads up about Space Agency for Android and iOS. A fun and free KSP-like-lite, worth checking out.
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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Tue, 5th May 2015 08:32 Post subject: |
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Grale
Banned
Posts: 3321
Location: Invert
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Tit@n
Posts: 100
Location: NYC
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Posted: Wed, 13th May 2015 00:46 Post subject: |
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Grale
Banned
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Posted: Mon, 18th May 2015 21:00 Post subject: |
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Grale wrote: | I have managed to achieve my first Mun landing. I know, i know it's nothing to you experienced Kerbalers |
nah nah,it`s good work. i have yet to deliver anything safely to the mun without mechjob 
paxsali wrote: |
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold... |
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Grale
Banned
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Location: Invert
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