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About ArgenTum

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  1. Finally someone discuss career mode, my favorite part of KSP. And the reason I stopped playing (because it was so lackluster and every update brought it in the wrong direction). What I would want: 1. To really run a kerbal space program. Start by getting a government funding, i.e. choosing between exploring mun, Kerbin, Minmus or building space stations. Then you get a cash up front and for every milestone correlating to your chosen ”mission” you get more cash. (Like if you chose mun, you get rewarded for lunar orbit, lunar landing, planting a flag.) 2. Have an ingame wiki that starts empty and then gets filled as you explore and do science. So if you again choose mun as your ”mission” the way to finish the mission would be to fill out everything in the wiki about the mun. 3. Have a deltav readout in VAB that starts empty (so you cannot really use it) and as you do science on other bodies it gets filled and you can use it. (Ie to be able to use the deltav readout to understand if a landers TWR and deltav is enough to launch back from the mun, you first has to land a (probably unmanned) rocket and measure the gravity at ”sea level” of the mun. 4. Have reasearching new parts cost money, not science. But some nodes in the research tree can only be unlock by, for example, bringing back a stone from mun. This is so that money would have more meaning. But then you could have a discount for parts needed for mun (when you choose that as your mission) or station parts (when you choose space stations as your mission) to help guide newer players. 5 The missions would NOT lock you in. If you want to switch from mun to minmus exploration, you could. But probably some small penalty. 6. Keep private missions (like in KSP1) with for example tourists, but as side missions.
  2. I would like a concrete runway already as T1, but it should be much thinner (less broad) and much shorter. Then the wheels wouldn't break, but it would still be harder to start from and land on. And T2 would be in the middle of length and broadness and T3 like it is now. This would IMHO be much more "realistic" AND "fun".
  3. A whole thread of a delta-v readout!!! I want in! I have skimmed the thread, read NathanKells posts, but not every single post, just so that you know. Just want to have my say how I think it should be done. 1. I think a delta-v readout in flight and in VAB are two different things, and I would say that the game doesn't need an in flight readout (but I'm not against it), but i seriously needs a readout in the VAB. That way you would have some guidance while building the spaceship, but still leave some room for error while in flight, which for me makes good gameplay IMHO. And, probably would be slightly easier (=less hard) to code. 2. A VAB delta-v readout for me is top priority, before fiddling more with the contracts, or implementing the new radar range or any graphics upgrades. A delta-v readout is the single one feature that is needed for a complete game, IMHO (for reasons other have stated above, about accessibility and that this is after all a game, you really shouldn't have to do a lot of research online or calculations with pen and paper or to install a mod to be able to play it (I'm sure there are those who thinks it is playable under any of those conditions, but for me it's really not. I have installed KER, but I really don't like to use mods, for many different reasons.) 3. The delta-v readout in VAB should look very much like KER does today, because KER is really good. But in stock it probably should come with a warning from Wernher ("Remember that the delta-v readout is far from perfect, but Gene (or whoever) kept nagging us about showing at least some basic readout for the most basic designs, because he got bored of all the Kerbals stranded in space when the fuel ran out." That way, it would be explained in game that it is a basic help, not an advanced tool to give a delta-v readout for every possible and impossible contraption. 4. The ability for this KER-like readout to calculate TWR, performance of different engines at different altitudes etc would depend on the experiments performed by the player. Haven't measured the gravity on Mun? Then you can't use the readout to calculate TWR for Mun. No readout in high and low atmosphere of its composition? Then you can't pull the slider and find out how your jets/engines will perform. This probably would need a re-balance in the tech-tree so you unlock the most helpful science parts early on, but it would in my opinion make for a really, really good game play.
  4. That I can understand. Just always nice to hear from someone on Squad that you at least have heard the community, then of course it is a whole other matter to find the time, resources and balance to implement new ideas in a good way. I have full understanding that such features will not be in 1.1, but no harm in coming with ideas for future updates, right? And if you ever need ideas, I can provide them for you, I have a bunch (some of which I posted in the suggestions forum a while back). But then again, I guess everyone have their own ideas on how to make KSP better. What I am still actually lacking is Squad themselves explaining: "This is our vision for career mode. This is how the game is meant to be played [in career]". In my opinion, career should have a stronger "linear" experience in accordance with how Squad thinks KSP should be played, while sandbox is there for all those who just want to play however they want. Right now I get the feeling that even Squad isn't quite sure how they want the game to play, and instead try to please what they think the community wants, but often you don't know what you want until you see it before you, so it is important, IMHO, that at least someone has a clear vision where they want the game to go.
  5. This. But my solution would be (as I've seen others suggest) to have buttons in mission control to let you specify your preferences before hand (and not let the system guess my preferences after I select a contract.) Would it really be so bad for the game to have toggable buttons so I can choose for example: "I want contracts on/around the mun and minmus, with part tests, tourists and space station building" and these choices would count towards the weight of those contracts? Ie let you directly influence the weight of the contract, but still use 1.1s system, so some randomness would remain. This way the wheighting would reflect where I want to go, not where I've been. (But I would even more like some seperate, overarcing "main missions" where I could choose "I want to explore the Mun", which would both affect the weighting of the contracts, but also give me a big cash up front to accomplish the Mun exploration, and a big reputation boost after collecting "all" science on Mun. ("All" shouldn't be truly all science, rather for example run 20 different experiments in 5 different biomes.) And then of course a big rep hit if it expires before I can accomplish the mission, but for that to work it may require the "only one rocket launch per day rule".)
  6. I have been thinking about this, since I also have earlier suggested a weekly wage and a weekly/monthly economics/balance report. In my opinion it should be small enough to let you go on a 3-4 year mission to Eve and back (on normal = not very efficient burn) without risking going bankrupt, but big enough so you wouldn't warp a few months just to harvest science from a science lab. My suggestion is 500/week for every Kerbal. If you have for example 8 Kerbals employed and go for a 3 year mission it would cost 624.000. Or perhaps Kerbals on a mission costs 5 times a Kerbal not on a mission, so a 3 crew mission for 3 years would cost about the same (624.000) where 5 kerbals at home cost 200/week while the 3 on mission costs 1000/week each. 624000 I just made up, since it for me represents a large sum on normal, but not overly large at the point in the game where you go to other planets. For early game, having 8 kerbals for a week costs 4000 a week and should not make early game harder. And I would recommend a retirement fund for those MIA/KIA kerbals, perhaps 20/week.
  7. Agreed. And it would be a way to balance mid- to late game, where you often have very much money. If the upgraded facilities cost more every week, your budget would be bigger, but you wouldn't necessarily have more (or at least not near infinit) money to spend. And for you wondering about my 1 launch/day suggestion, it is mainly a way to balance weekly costs. Otherwise you can do hundreds of launches in the first week, which is not only unrealistic, but would be kinda cheaty if your expenses for the first week is in the area of 2000 roots or whatever.
  8. This is my view of career as well, and I guess thats what my suggestions are (somewhat) aiming at. To have in game features that encourage exploring by unlocking in game content, for example a delta-v readout, or a selfupdating wiki. Right now I don't even know what career mode is about, and why it is called career at all. (Maybe the easiest solution would be to change the name to "contract mode" or "reasearch mode" or "economic mode" or whatever, because "career mode" is actually quite misleading.)
  9. Ok. So lets see if I finally get this. If the slider is low (0,04) I probably get more FPS, but also more real-world seconds pass per in game second, resulting in the game running slower. If the slider is to the left, ie higher number (0,12) I will get fewer FPS, with larger input lag, but with probably faster running game, where 1 second in game continues to be 1 second in the real world. So for me, who don't want to spend forever in the atmosphere, I probably should move the slider to the left, and accept a drop in FPS (as long as the rocket doesn't become uncontrollable due to larger input lag). So those who uses mechjeb to launch very large rockets and gets a slideshow as it is, would probably save time by increasing time-delta? One actual question: Why exactly at 20 milliseconds? Because that's how Unity does it, or because Squad has chosen 20 milliseconds? In the latter case, could it theoretically (or practically) be possible to change to every for example 25 milliseconds and thus gain 20% performance?
  10. In my opinion, my suggestions wouldn't make the game more difficult. Actually, an ingame wiki, a delta-v readout while constructing and an economic overview would if anything make things easier. Slightly more complex perhaps, but not more difficult. And I do like playing career on hard, with no reverts or quicksave, but to me, setting science to 10% doesn't make the more difficult (depending on how you define difficult), only more grindy. Thats why I like my point #5, because you can chose to make easier missions multiple times, or a harder mission once, and end up at the same place in the tech tree (well, you can actually do that already in the game).
  11. First I'd like to point out I did look at posting in this thread, but since my suggestion is a sum of several suggestions, where I feel none would be that interesting without the others, I choose to start a new thread. Feel free to move/merge this if this was wrong. I would also like to point out that I have been thinking of posting this for about a year, so these ideas are not something I threw together hastily. Now, I do feel career mode in general is fun, but I miss something in career mode, and that is a Strategy layer. That's why I have some suggestions to make it feel like you are more in charge of a space program. Some of these things have been suggested before, I know, but again, my point is the sum of all these suggestions, not only one or two of them. So, in order to make you feel like more of a manager of a space program I suggest the following (they are in no particular order, with for example point 1 being dependent on point 2 etc). 1. Have a weekly economics summary, where it is shown how many launches you've made, the cost of rockets/planes launched, the income from recovery, the income from contract advances, the income from contracts completed, the weekly income from NAKA (see below), the weekly salary for all kerbonauts, the weekly pension fund for MIA/KIA kerbonauts etc. This summary would probably have to be tweak-able, so it doesn't show up every week of your year long journey to Jool, perhaps by progressing as the game progresses from weekly to monthly to yearly summaries. 2. Have overarching missions from NAKA (National Aeronauts and Kerbonauts Administration) where you are left with a choice of 1 of 2 to begin with - Explore space or -Explore Kerbin. (Later examples would be -Kerbins moons or -Inner planets, and -Space stations or -Outer planets) You would get (like a contract) some roots in advance and then some (diminishing) roots every week until the overarching mission is completed. You would also loose an increasing amount of reputation each week until you've completed the mission (so you get an incentive to hurry up, but it should be so small that you can ignore it for a while if you like. Perhaps starting at -1 the first week and like -5/week after 10 weeks or whatever balance feels right.) You should be able to change mission should you like, but would then get a reputation hit (-100 or whatever) and loose out on the roots advancement. The point would be to make ordinary contracts "side quests" and these mission "main quests". Completing a main quest would give you quite a lot of reputation (but almost no more roots, since for example NASAs missions hardly gives any roots when completed, but a massive boost in reputation.) 3. Only 1 allowed launch per Kerbin day (there already is the "warp to next morning", why not use it for something useful). Maybe airplanes could be launched 2 times a day, if there is a way to prevent "cheating", by launching rockets from the runway (for example the runway being destroyed very easily by rocket engines). This way, a maximum of 7 rocket launches in a week (and perhaps up to 14 plane launches), which is manageable for the summary in point 1. Perhaps this limitation should be upgradeable to 2 or 3 launches later in the game. Would also give a better momentum of the game in conjunction with the regular contracts, especially if their deadlines would be shorter. (And it is after all a bit unrealistic with unlimited launches each day, while the construction time mod feels a bit too limiting. I want to launch my rocket when I've designed it, not wait for a "random" period of time. Warp to next morning is fine I think, and quite intuitive in a gamey sort of way.) 4. An integrated wiki/self-updating encyclopedia, as proposed by me before here where suddenly the whole point of career mode would be to explore the entire Kerbal universe, filling in all the blanks in the encyclopedia/wiki. This could work well in conjuncture with point 2 in acting like an overarching "main quest", something to go back to when you don't know what more you want to do, but at the same time not something you have to do, being free to explore/play as you want. 5. Exponential cost for the tech tree, where you simply can't unlock everything without leaving Kerbin SOI (unless, perhaps, you chose to focus on -Exploring Kerbin and -Space stations when asked by NAKA, and thereby unlocking better bonuses for the science lab enabling you to get much, much more science. So there should be a choice) so you really would have to "struggle" to get to Eeloo to gather the millions of science required to unlock those last big fuel tanks (and then the next mission to Eeloo would become easier. The point being that the tech tree would be balanced so that you are always challenged to find that next science to unlock that next step, but would also be so abundant on worlds farther from Kerbin that it never would be considered grindy; one hard, long mission would be enough to unlock the next tech, you should not have to do 332 kinds of science on Kerbin to be able to unlock it. Unless you chose to, of course.) 6. Delta-vee readout, coupled to science (based on/functioning like KER). Haven't checked the atmosphere disposition in lower and upper Kerbin atmosphere with the Atmospheric Fluid Spectro-Variometer? Then the delta-vee (KER) readout can't show you how the engines are expected to perform at different altitudes. Haven't landed a probe on Mun and done a gravity scan? Then delta-vee can't show you expected TWR on Mun. Etc. That would really (in conjunction with point 4 and 2) encourage exploring and simply be fun in my opinion. Talk about mission planning, where you have to send out "scouts" to learn more of the planet/moon before actually doing your "real" mission. It also gives unmanned exploration with science-gathering by radio a bigger place in the game by paving the way for the more complex but more rewarding manned missions. Of course, such a system would have to have very clear tooltips telling the player what experiment they need to run to unlock the requested feature in the delta-vee. What a long post this turned out to be. Sorry. Well, the point of these suggestions would be to change focus in career: the contracts would no longer be the point of career mode, the contracts would be a stepping stone, a helpful tool to explore the system, something which at the moment aren't encouraged at all. (In sandbox it shouldn't be encouraged, but in career mode, I really feel it should. As an overarching goal.) In my opinion, when you have done all the experiments in all the biomes, completing the in-game wiki/encyclopaedia in point 4, you would actually win the game (with an option to keep playing of course). It feels like I had a couple of more points to suggest, but I can't remember them right now. Well, if anyone is interested in these ideas, a developer or a modmaker, I can expand my ideas more if you want. Otherwise, thank you for reading. (I do realize the chance of these ideas making it into stock or a mod is slim to none, but if they do, I would play the hell out of it).
  12. Hope they do it in the way I and a few others have envisioned it, with an auto-updating encyclopedia. (That is blank when you start a new career, and then fills up as you explore the Kerbol system.) At least the parts about planets and moons, key bindings etc should of course always be visible.
  13. I'm having the same problem as everyone else on a Mac Pro from 2009 I think. (Writing this on my ipad, so I don't have my specs right now.) I was just thinking, if this is a VM issue, maybe the difference between those having this issue and those who don't might be other things that take up VM, gadgets for example, or spaces. I'm quite spaces happy and uses about 5-6 spaces regurlarly (but only 4-5 gadgets). I also run about 6-7 programs (like aperture, spotify, firefox etc) at any given moment. Could that be the reason for VM filling up more quickly?
  14. I agree with everything in this thread. Career mode needs fixing. I wonder if Squad ever really sat down and though hard and long on what they want with career mode. Should it be about managing money and/or science? Or is it a kind of "tutorial", to make it easier for new players to get into the game? Or something else? It's hard to properly balance a game, it you don't have a clear vision for what you want with that game mode. Now, 2 suggestions: 1. Why not put contracts in the tech tree, so if you go for "rocketry" you also (apart from the actual parts) unlock contracts about mun and minmus. Or if you go for "flight" you unlock contracts about surveys. That way it would be clear to a player what you are expected to do with that research node and at the same time keep the list of contracts clean from contracts you can't really complete. (the unlocking contracts should be shown as a thumbnail before you unlock the node, just as parts are today. Maybe the node would actually be called "moon explorations".) this might also make it easier balancing the tech tree. "When you unlock this node, all the parts should be there for you to make it to the mun." 2. Maybe science and money should be more exponential, where early on you count you science in tens, but soon the nodes costs thousands and perhaps even millions. Then Kerbin experiments could give access to early tech node, but you could never grind to level 2 or 3. For that you would have to complete higher tier contracts (unlocked in tech tree) or go to the mun or Minmus. And then for level 4 or 5 (or whatever) you would have to collect science from Eve or Duna, or from even higher tier contracts.
  15. I too find hard mode a bit grindy. In my opinion hard should be hard because of more "realistic" effects, ie stonger reentry heat, no saving, bigger penalty for crashing etc. Smaller marginals for error, quite simply. In fact, maybe you should earn MORE money than in normal, but also loose more money when failing. I also (as someone else wrote) think it is grindy in the start because I'm already so experienced, so I don't really have to think when I design my first 10-15 rockets. The fun challenge is to get to the Mun with no manouver nods. That is hard, and its not grindy. Then, I found in 0.90 you hit a (dead end?)/wall when starting to go to other planets. With no dV calculator and no mods (since were talking stock here) it is just dead (too) hard to design a good enough rocket to take you to for example Eve, and if I somehow still manages to do that, it is too hard to aerobrake successfully around another planet. One little design flaw, or a periapsis a touch too low, and you lost a bunch of money with no way of reverting. I have a good solution for that problem, but this post is too long already. (And when I posted about this problem a couple of months ago noone else seemed to share my problem with aerobraking.)