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Nhaga

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    Bottle Rocketeer
  1. Hey, thanks for the suggestion, I forgot about ScanSat, I never used it but I had it on a list of mods that I wanted to keep an eye on. I guess I took it out of the list when ores were added by squad. So i just tried it for an hour, very very cool mod but I didn't see a way to list experiments and science to gather. Just a lot of options to make cool maps, mostly to locate ressources. So assuming that I didn't miss anything, I though it could make sense to use your mod to have the list of things to do and places to visit and actually still need to deploy satellites and scan celestial bodies via ScanSat to know where the biomes are, instead of trying to find them blindly. Would all of this make sense ?
  2. Hey Z-Key, thanks for making this mod and keeping it up to date, I haven't played KSP in years and I was trying to find reasons to play it again. I was considering creating my first mod about exploration when I found out about yours, which pretty much does what I had in mind. The only problem I have is that I'm kind of stuck now with the idea I had. I wanted to both give a reason for the players to bring a Kerbal on every celestial bodies, and more importantly, I wanted to take the opportunity to give the players a reason to use satellites by making it mandatory for them to scan the celestial body that they want to explore. Only by doing so, they would access the list of X out of Y experiments/reports available with their respective locations. Since you have some experience in modding, would you say that would be hard to mod ? Or even impossible for some reason ?
  3. I really like the die and retry spirit in the current version of KSP. As I stated in another thread, I'm mostly against anything that would reduce the player's "challenge". The best accomplishment feeling I've had in this game was the first time I ever tried to go to Duna, I landed and instantly wondered how close could I get from being able to land back at Kerbin, so I tried to go as far as I could, and realised that I made it by myself, with no mods. I don't think I would have even care about this kind of "achievement" if I just had to read a number to know what I could do. On the other hand, I saw quite a few people that stated in other threads that they were happy after that many hours to be able to land on the mun. That's why I really think this kind of feature belongs in the difficulty menu. As anybody ever complained about a game that have a good amount of difficulty customisation ? The only cons it would have would be to confuse new players which would automatically be fixed with the presence of the preset difficulties. I don't think SQUAD should ignore any of these two kind of players. Also, if it have to happen, the alternative of spending a "big" amount of science points to unlock this feature for one flight, like a "consumable" advantage, already seems more acceptable to me. The difficulty setting could even be the cost ratio.
  4. I still prefered to consider my Kerbals as asexual creatures. But I think it's preferable for everybody to have the choice, in that spirit, I think we should be able to choose our three first members, and I think Jeb, Bill and Bob should definitely be part of the kerbals that we would be able to choose from. I hardly see how anybody could complain about this solution. On a side note, I don't like the idea of expanding the team, because for me, the game always have been to start from scratch. I think this feeling would be lost if we could start with 6 kerbals in a Barn, 3 seemed like a good number.
  5. This would be getting less and less KSP-ish to me, I hope it would be a "toggleable" (lack of vocabulary) difficulty option. Else, with this and the pilot's ability to point automatically, they would just need to add an automatic assembly building to make this whole game a cinematic. At least that's how I see it, just taking away some more accomplishment feeling.
  6. I have no idea what you guys are talking about. I started a career in Moderate and only used the scientist Kerbal to speed up the reaserch process and I have no problems. My spacecrafts are not going in straight line but on the other hand, I don't really want to go AFK when I launch something so I just re-adjust when I need it. If anything, I would rather say that I don't like the feature that make you point automatically toward your prograde, your retrograde etc, because I like doing it myself.
  7. I was personally expecting two particular things for the official release : Weather (mostly wind clouds and rain), and a more "finished" update to the graphics (mostly for the celestial bodies) Now, don't get me wrong I am not part of the people that think a game should be judged by its graphics, I played KSP for over 200 hours and I am looking forward to the release to get back into it. Also, I'm not trying to say that KSP should be overly detailed I think the video game industry have enough example of games such as Journey which have simplistic yet really neat graphics. For exemple, when I launch or land a spacecraft and see as I approach or leave the surface all these very obvious small and repeating patterns, and the way the water connect with the lands, to me it seems like an unfortunate missed opportunity to bring more atmospheric and ambient feeling. Further, If the collision against trees and rocks is not going to happen, that would be yet another big immersion breaker. Sorry for my english, I'm just giving my opinion. Edit : I forgot to mention re-entry damages and g-force effects that I was expecting because It's partially implemented. Even though I understand that they would increase the difficulty waaay up for certain person, the game now has checkable options for it's difficulty so I was still expecting it to be in 1.0.
  8. Hello, I'm just creating this thread to reming that the retracting ladders are still bugged in .25 My KSP experience came to a point that I mostly want to build relatively big rockets, and be able to get my Kerbals in and out. But this small bug is ruining everything for me. Easy way to reproduce : -Build anything with a retracting ladder on it. -Launch it. -Revert to Assembly building. At this point, retracting ladders will not extend anymore. Thanks
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