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GorillaZilla

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    Rocketry Enthusiast
  1. Cheers me hearty! Blummin love the things our KSP modders do, think I've sent more in donations than I've done buying copies of KSP for me and me family!
  2. Those Mun textures look great! I tried Astronomers Visual pack but it still had that repeating texture look at high altitudes (maybe has issues with KSP 1.12.3?), where yours does not. Please let me know which mod you using that gives you those?
  3. AMAZING mod! Still works great in 1.4 for me... Driving was so lifeless without the motor sounds and scrabbley noise when you skid... Really breathed new life into the game for me and my nephew as we drive vehicles a lot messing around with cranes and stuff. Thankyou Pizza, bought you some coffee! Now if only Collision FX worked in 1.4 too, that was my other Go too mod to compliment wheel sounds :-)
  4. Narf! Love the "better late than never" part, What I can't believe is a whole version of KSP went without one of it's Big 10 mods pretty much until the next version was out months later... What happened? Oh well, best thing thats happened in a while, cheers Ferram for all da hard work that goes into thish masterpiece
  5. Well, from all this I conclude that squad has pulled a "Bloody Stupid Johnson" By trying to put a half baked, poorly thought out career mode in the game in the first place. They would have better spent that time and effort on fixing bugs, and improving the underlying foundation of the game, and left modders the keys to make all the different flavors of progression system that all the different people want. There is no best sauce, just a different best sauce for each and every single person.
  6. Only partially based on funds, the main bulk of unlocking would literally be Technology points literally gained through wild experimentation..... Appears that proper and thorough reading, and divination of all possible meanings of what someone has said, until coming to the one that makes the most sense is a skill that is rarer than I expected it to be, which makes things rather difficult when trying to use such a crude language to get ones thoughts across. No matter, disregard my suggestions. I've decided to take the matter into my own hands as I said in the post above. Apologies if this causes any offense, It's not intended. And thank you for trying to help regardless :-) This is another thing that makes KSP great, the ease of access to changing the game to fix what is broken yourself ;-)
  7. Now I KNOW you are not reading my posts correctly, I said nothing about Biomes, or tracking every part all the time, you just assumed and imagined something crazy, the Simplest Approximation you just provided was of the Complex and twisted "Lum the Mad/Bergholt Stuttley Johnson" monstrosity you must have cooked up in your head. And using a refinery on the launchpad to generate money? That's just as ludicrous a game mechanic as your wild and unkempt imagination. I suppose, If I want something Done properly I have to do it myself. I don't trust an automated system to handle Funds and advancement much anyway. I'll Manage it myself. I'll just strip out everything insane and nonsensical out of the game, then just keep tabs on what the kids are doing in their saves, and add extra Cash, and add in new parts via file editing depending on what I see they have accomplished. Personal management trumps any automated system, Especially if Loons like you are running the Asylum, no offense intended. The modded version I'll put together will be aimed at realistic yet simplistic and fun, roughly based on real world history of achievement and progression. Something that will give a good idea about the real world realities of physics, flight, and spaceflight. Something where things learned in the game relate to real life, and in turn knowledge and mathematics from real life will be applicable in game. For incentive I'm thinking small real world prizes scattered around the solar system, objects of varying sizes, shapes and appearances that need to be brought back to the launchpad to claim the prize, a few sweets and knickknacks about KSC, Slightly more substantial things around kerbin, and so on. The further and harder to return, the better the prize. Up to perhaps a Firestorm Flux being a 5 ton crate on Europa perhaps... I Do have an unbuilt custom brushless Hyper 7 under the eves, that would make a good endgame prize..... But where to put it and how heavy you think? Real world rockets, up to Nervas (or maybe theoretically possible drives too, Project Orion at the most extreme end) and RSS....
  8. I don't think you read the meaning of my post correctly, If anything is a complex convoluted monstrosity, it's whatever you were imagining while reading it. (and also the contracts system, THAT is a complex convoluted monstrosity with all it's clauses and stipulations and Lawyer infestation) I'll explain it simply without any of the surrounding fluff that's there to put things in context. Technology points for using your parts in ways/situations they have not been used before*, Technology points + cash are used to unlock Nodes. And Node's parts become available for use after a certain amount of time has passed after you have chosen to unlock using points and cash. Roughly analogous to real life, makes sense, but is still Simples :-) And if done correctly, it would for the most part manage itself in the background, and simply notify you when new shiny things are available because of what you have been doing in the game.... Science traded in for cash, Cash, + real world experience(testing) + time = new technology Science collection should chug away in the background so you can get on with actually playing the core game, which is the designing, building and flying (Crashing) of Rockets.... *which represents experience from real world practice of theory......
  9. Absobloodylutely Brilliant, This is the science/advancement system I want in the game :-) I've hated the current science system from the start because of how nonsensical and arbitrary it is, might has well have been: "collect samples of all the different coloured and flavoured jelly beans that are scattered throughout the solar system, , bring them home and funnel them into the magical jelly bean grinder that then poops out completely unrelated knowledge and blueprints of new technologies and parts, and special new jelly bean scoops that can scoop up the special harder to scoop beans you couldn't scoop before......." And its true for me too, in a way, the current Science system killed the game for me. It went from having fun seeing what I could make from rocket parts, and seeing where I could get to, and what I could achieve and enjoying flying around moons and planets, and generally enjoying the physicalness and visuals of spaceflight, and challenge of it all..... The things that made Kerbal Space Program great in the first place.... To not being able to just relax and enjoy the flights and sights, due to being too distracted worrying about constantly checking science parts to see if I was orbiting over a new biome, or just obsessively repeating experiments to make sure I caught the window when passing over a little biome crater or ravine.... And now I can't really go back to sandbox because the science system has instilled me with having to have a reason to go places, and it's hard to shake off. In fact I wish Science in it's current guise had never happened. And instead they had used the effort to make the planets more alive and worth visiting just for explorations sake alone... The current System is a completely Awful skinners box, everything from the Pigeon in the box and on wards is a direct analogue to the science system in the game: The current science and technological advancement system as it is needs ripping out wholesale and rebuilt to be more in analogue with the real world, and just happen and advance tech in the background as you play the game, so you can relax and concentrate on playing the fun part of game, which is ultimately Designing, building and flying (crashing) rockets, and the goal being to simply see what's out there, By getting there :-) The basics of the new system would be: The people of the world want to know what is out there and how the universe works.... So they pay and donate you cash in return for experiment data and accounts of first hand kerbal experiences on what you find out there, you use that cash + time + feedback from real world flight testing to further develop the technology you need to get out further and faster to find out more about that's out there, which of course, you and the world want to know.... And as for Science Data and Transmission, That stuff just needs to happen on it's own as you do whatever it is you feel like, or have set out to achieve, and you can check up on science instruments and experiments just for the flavour text, or curiosity on what a sensor is reading, Like "I wonder how cold it is on Minmus in the night?" So you can just play the game and enjoy the experience of spaceflight while knowing that just by playing the game and pushing yourself ever further you are advancing yourself and your Kerbal people further technologically, culturally and philosophically, without being skinner boxxed into micromanaging a clicker game to maximize results and not actually having any fun, as 5th Horsemans Point gets across perfectly. And for example If you want better rocket engines, Flying with what you have at the start, and running them in different conditions, speeds and atmospheric compositions, pressures and temperatures while attempting to achieve your own self set goals of higher and faster.... Will build up flight data on rocket engine dynamics... which your engineers and scientists can use alongside cash and time to shed light on ways to improve understanding of rocket engine technology which opens up ideas for new rocket engine designs, which when flown themselves with their differences and application of new ideas shed more light on how rocketry works when run in different conditions... And this should manage itself as much as possible, and just notify you when you have enough flight data on the current rockets you have been using to begin research into understanding that data, and designing new engines based on that understanding... And you just have to "Pull the trigger" pay the cash, and then allow for the allotted time to pass to have your new rocket engines available for their first flight testing in the real world (With obvious danger warning symbol on their thumbnail indicating they they are potentially dangerous prototype) They may explode first flight as they have been built purely on theory and yet to be real world tested X-D..... But that's OK because such a failure will result in a big chunk of flight data advancement, and future engines of the same type won't suffer the same failure again* *Just maybe another different failure later on under specific conditions preferably based on real life rocket engine failures to spice things up and add mystery, and some fun flavour text and more Flight data advancement ;-) So in short, you get better..... At whatever it is you are doing... As it should be :-) Which in turn means you can get further "Out there" to get the thing you're really after, the thing you're actually developing and building rockets for.... The Exploration of the unknown! Unlocking the Secrets of the universe, Seeing sights no one has seen before, and bringing it all home for the world to enjoy, and in return you get gifted with more cash and support to keep doing what you are doing :-)
  10. Whadda yah mean? this is a great little mod. You end up in the water a lot from splashdown, and silent water just don't feel right, you know? I Use this mod on all my installs :-)
  11. [quote name='rbray89']Bingo. Abstracting things to bare minimum. Pretty views should come from those sending craft to the places :)[/QUOTE] Double Bingo! Thats one of the things I have been thinking about too, having the map view kind of spoils you, you can zoom in on any planet and get pretty much the same visuals as actually visiting (In stock kerbal anyway) Having the map view be just that, a map view and the planets just mysterious coloured specks visable when you look at the right part of the sky and zoom in, would make actually seeing a planet on person for the first time a truely magical experience (With RVE, Scatter. EVE ect for maximum POW!) So fair plays this is a good one to develop, would be something I would be dying to have in a future Educational build of KSP :cool: [quote name='Poodmund']Loving the new multi-planet support, I have been playing around with Tekto this evening trying it out using all homemade textures with the new EVE release. [IMG]http://i.imgur.com/tqwiEx6l.jpg[/IMG] [/QUOTE] By the way, that looks really slick ;-)
  12. Seriously cool mod, Always thought it quite off at how the air In KSP was so still and lifeless... How well can you use it for sailing? Anyone have a good vido link of it being used for sailing? My god "Kerbal space" program is becomming "Kerbal everything in physics program" Such an awesome educational tool too, with FAR, Real solar system, real rocket engines and fuels ect...
  13. [quote name='daawgees']This, seconded. All it will take is the wrong comment at the wrong time and a modder can yank support. This work is done on their free time and without compensation. Patience is the key.[/QUOTE] I think Proot is a better man, and made of sterner stuff that that :-) However, Its best to be polite and patient. So stop distracting the pilot, Just a saying, "Distract pilot... Go splat" :sticktongue:
  14. Cor blimey, that radio station must have one right big ole leccy bill at the end of the month. Sorry, couldn't help it X-P I think it looks quite cool, like some kind of visualisation of a beacon broadcasting from the planet's surface.
  15. Damn right I am , I've have read almost every book, Just missing Eric, Lords and Ladies, Pyramids and a few of the newest ones. Absolutely love Discworld
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