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AlexTheNotSoGreat

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  1. Holy cow, I hadn't even noticed how expensive the later nodes get. Sounds like that'll help incentivize more interplanetary missions.
  2. Oh I know, I'm merely saying that if they have a game plan, they should rethink their way of conveying it.
  3. Intercept should really look at how the Factorio devs are presenting their content plans. Minimal secrecy, minimal hypotheticals, trying their absolute best to explain how a feature is implemented and why they chose that route all the way down to showing every UI and edge case. Considering it's already gotten me hyped for the game's DLC without even going into the primary DLC content, I'd say it's a good strategy for both getting trust and hype from a community.
  4. Because some bugs, like the orbits decaying or wobbly rockets or absurd GPU usage from the terrain, are at the foundation of the game and should've been addressed before more content was introduced.
  5. I think a mod like snacks is a good way for a stock life support system to be approached. The mod only adds 3 new parts and 2 new resources simply for storing large amounts of snacks and soil (the waste product), but otherwise works perfectly with the stock game since it uses existing crew modules and the MPL for recycling waste and using ore to make more snacks. There's plenty of options per save file for tweaking the consumption rates of snacks, the penalties for not feeding kerbals, and the effectiveness of soil recycling. I'd also like to point out why I think life support is important for the stock game; an incentive to think more with crewed missions. As it stands currently, it's a better idea gameplay-wise to simply send kerbals on one-way trips to planets instead of using probes, since probes need continuous power and comms signal to work. For upcoming content in KSP2, there wouldn't be an incentive to use high-tech parts to get to other planets faster or build large habitats on ships since you could just timewarp for years with a crew that has zero extra living space (this would be within a given star system, since even timewarp would take too long to skip through millennia of going interstellar on chemical rockets). Obviously some players don't want to care about that, and that's fine; just make it a toggleable feature like commNet. But I really think there is a place for a stock life support system, even a simple one, in KSP2.
  6. Or maybe the mag-boots were magnetized to literally every surface by accident.
  7. [snip] It's almost like some bugs are much harder to fix and/or are more fundamental issues in the game than others.
  8. How low is your ship's TWR? In my case this happened with a TWR of 0.02 but didn't on ships with it being above 0.1 or so. My guess is that it doesn't want to accidentally provide impulse if it measures a low acceleration from something like an RCS attitude adjustment when you enter warp.
  9. My only issue with the new capsule is that it might be too much like its real-world counterpart for the stock game (and is the only issue I have with the MK1-3 pod). Other than that, which is just a minor pet-peeve anyway, I'm really looking forward to new part designs!
  10. I'm just curious what has happened to Jool...
  11. The sunflare's not working properly in 1.3.1, its the thing where both the stock and scatterer sunflares are overlapping. I assume this'll be fixed soon
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