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regex

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Everything posted by regex

  1. I want actual life support in the game so that if it runs out the kerbals die and the mission ends. I don't think it needs to be overly complicated but at a minimum I'd like to see two resources. One for "air" or whatever, which can be recycled early in the tech tree, and another for "food" which can't be recycled or generated in situ until much further down the tech tree. But in all honesty I'll take pretty much anything so long as it doesn't have a stupid name like "snacks". I think life support, and the very real consequences thereof, add a great element to mission planning and execution. Not having it is kind of disrespectful of the perils of space travel.
  2. We have burn during warp my brother in Kerbol, we can consume craft resources during timewarp. Have you never managed several flights with TACLS in KSP1? It's not really that hard, it usually just requires more on-orbit mass and an alarm clock.
  3. Hands down: PROCEDURAL FUEL TANKS. Alternatively, compress all the clutter in the fuel tanks tab down to switchable shape tanks which can accept any kind of fuel so that we can have aesthetic variety in our hydrogen tanks (for instance). PLEASE PLEASE PLEASE do something about the fuel tanks tab, let us build more interesting fuel tank constructions without using heavy aesthetic garbage parts. Life support, at least two resources, one of which should be recyclable and the other which can eventually (far into the tech tree) be provided via ISRU (greenhouse, etc...). Fix the issues with rovers/wheels: smooth driving over terrain, no throwing my stuff up into the air randomly (or what, after 1km of driving?), more torque (or parts to provide additional torque like transmissions) so that larger rovers can actually drive up a slope. Let me build a big 'ol damn rockhound! An extended maneuver node editor with the ability to enter/see actual numbers (more than just the total) and choose conics solution number so that we can plan further than three SOIs. EVA construction, especially the ability to add struts. Configurable in-flight UI. Better plane cockpits. I want to be able to build an AN-2 without mods. Prop engines. Weather. An alarm clock.
  4. Probably but I'd wager that particular UX choice was based on data gathered from players. Moving UI elements around would be nice though.
  5. Literally the first thing I did when KSP1 added the ability to move the navball was shove it all the way over to the left. KSP2 having that as default is a good UX choice IMO.
  6. If you total the times they equal the time at the top of the experiment page above the Transmit All button, just like the power requirements and science returns are totaled as well. That doesn't mean that experiments won't (potentially) take time, it's just that the time shown is most likely the time needed to transmit.
  7. vOv It's something I'm probably never going to use other than checking out when it arrives.
  8. Altitude and slope are kind of useless IMO unless we're able to really zoom in and place a waypoint marker or have a MechJeb analogue for landing, I have never been able to leverage that information. I also don't see a need to do a full scan for biome information, you should be able to get enough from a camera on approach. Also, IMO anomalies should be something you really have to search for rather than pick up with a satellite, those are easter egg sort of things. A bad design decision at that, like most things in KSP1.
  9. Nothing is stopping you from building a Caspian Sea Monster, they're a lot of fun but kind of hard to hold down to a reasonable altitude to feel like you're sea-skimming. That's a problem with KSP's aero sim...
  10. They could have one part for all I care, I just want it to come with a fun and logical gameplay loop. I should be able to transmit the majority of science at full value, I shouldn't have to right-click/left-click eight different tiny little experiments to reset them or map them to a hotkey, and I should have to venture to the far ends of Kerbol system to finish the tech tree (at this time, expecting even more stuff after going interstellar). Doing world scans can wait for resources, or maybe not at all, add them with a mod, I don't really see a point to it other than as a curiosity.
  11. Right? NASA was building multiple-redundant computer systems able to "self-heal" and perform intricate maneuvers to ensure science instruments stayed on target back in the nineties, without needing communication from Earth. The Soviets built a shuttle that was completely automated in the eighties. No one in the Apollo flight needed to be available to "hold heading" for hours on end and the same goes for the Voyager probes.
  12. Yeah I suppose it's pretty subjective and we don't have any real game elements yet, but based on developer communications and the previous game we're not getting further elements that I would classify as "sim", stuff like life support, radiation, or heavy accounting and planning.
  13. Y'all need to exercise better judgement regarding hype campaigns lol
  14. I paid $50 to watch this game go through development, that's kind of what "early access" is all about. The fact that there's so much disconnect there is utterly baffling to me. If the amount is too much then why the hell did you even buy the game?
  15. Good god damn riddance, that was probably one of the dumbest progression ideas ever put into KSP1, maybe even the dumbest.
  16. Well no, you'd be taking away another gameplay element, the sandbox, the ability to build and fly things. They've given us just enough sim to support the game, but the game is the most important part; the sim is not intended to intrude into the game unless it's considered actually interesting for the game by the designers. And since not every game has to be for everyone you add in modding "support" (or in KSP's case, you just don't get in the way of modders, or don't care if they bypass your obfuscation) so that people can turn it into the sim they want to play.
  17. KSP has always been a game, first and foremost, not a simulator. You need mods to add the complexity you want into the game. Intercept has taken the torch from Squad in that regard, they're more concerned with "user stories" (what makes good gameplay) than providing a coherent simulation where you have to ensure you've taken everything into account (and the fact that they're considering "user stories" tells me they're far more serious than Squad about making a good game). If you want a sim go back to KSP1 and get RO/RP-1 (or wait for whatever's coming for KSP2), you're never going to get it from the base game.
  18. I mean, after an hour of driving north you won't want to continue anyway, so it'll be over fairly quickly.
  19. The challenge should have been to drive to Kerbin's north pole. You'll very quickly learn all the issues with rovers.
  20. No. We've already gone over this, there are no mission requirements in this game.
  21. And I will absolutely continue to make those posts because I have perspective on what "dehumanizing" actually means and where it actually causes harm.
  22. I agree, 100%. Clout-chasing and mob-mind are actual things, and they are extremely damaging to actual, constructive discourse. It's nothing but trolling. "Dehumanizing" is such an overblown and pompous way to describe criticism and anger against people who refuse to meet in the middle, have nothing constructive to add, and create imaginary conspiracies out of thin air, ESPECIALLY in the context of a video game.
  23. The Starfield vitriol is downright stupid. It's not even funny, it's just dumb as hell. Don't even get me started on Cyberpunk (or the inevitable comparison between the games)... I accidentally into the Starfield subreddit and wish I'd never, I'm convinced it lowered my intelligence measurably. People have zero concept of developer vision, never consider that gameplay concepts have in all likelihood been tried and discarded for whatever reason, and absolutely follow the mob if that's the most popular thing to do. Youtube and Reddit (especially) contribute to idiotic vitriol with their popularity contests.
  24. How can I be tired of something I pay no attention to, at all, whatsoever? Those people chase trends and clicks, they're not worth my time.
  25. Good riddance. They should get rid of all the other auto-spawn named Kerbals too.
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