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AlexTheNotSoGreat

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Posts posted by AlexTheNotSoGreat

  1. On 10/30/2023 at 12:26 PM, Vl3d said:
    Tech Trees Comparison (ordered by Science Points cost)
    KSP 1 KSP 2
    1. Start (0 Science Points)
    2. Basic Rocketry (5)
    3. Engineering 101 (5)
    4. Survivability (15)
    5. Stability (18)
    6. General Rocketry (20)
    7. Aviation (45)
    8. Basic Science (45)
    9. Flight Control (45)
    10. Advanced Rocketry (45)
    11. General Construction (45)
    12. Propulsion Systems (90)
    13. Space Exploration (90)
    14. Advanced Flight Control (90)
    15. Landing (90)
    16. Aerodynamics (90)
    17. Electrics (90)
    18. Heavy Rocketry (90)
    19. Fuel Systems (90)
    20. Advanced Construction (90)
    21. Miniaturization (90)
    22. Actuators (160)
    23. Command Modules (160)
    24. Heavier Rocketry (160)
    25. Precision Engineering (160)
    26. Advanced Exploration (160)
    27. Specialized Control (160)
    28. Advanced Landing (160)
    29. Supersonic Flight (160)
    30. Adv. Fuel Systems (160)
    31. Advanced Electrics (160)
    32. Specialized Construction (160)
    33. Precision Propulsion (160)
    34. Advanced Aerodynamics (160)
    35. Heavy Landing (300)
    36. Scanning Tech (300)
    37. Unmanned Tech (300)
    38. Nuclear Propulsion (300)
    39. Advanced Metal Works (300)
    40. Field Science (300)
    41. High Altitude Flight (300)
    42. Large Volume Containment (300)
    43. Composites (300)
    44. Electronics (300)
    45. High-Power Electrics (300)
    46. Heavy Aerodynamics (300)
    47. Ion Propulsion (550)
    48. Hypersonic Flight (550)
    49. Nanolathing (550)
    50. Advanced Unmanned Tech (550)
    51. Meta-Materials (550)
    52. Very Heavy Rocketry (550)
    53. Advanced Science Tech (550)
    54. Advanced Motors (550)
    55. Specialized Electrics (550)
    56. High-Performance Fuel Systems (550)
    57. Experimental Aerodynamics (550)
    58. Automation (550)
    59. Aerospace Tech (1000)
    60. Large Probes (1000)
    61. Experimental Science (1000)
    62. Experimental Motors (1000)
    63. Experimental Electrics (1000)

     

     

     

     

     

     

     

     

     

     

     

     

    1. Starting Rocketry (0 Science Points)
    2. Environmental Science (10)
    3. Electronics 1 / Probes (10)
    4. Construction 1 (10)
    5. Aerodynamics & Stability 1 (10)
    6. Light Launchers (10)
    7. Solid Fuel Boosters (15)
    8. Lights & Utilities (15)
    9. Specialized Decoupling (15)
    10. Survivability (15)
    11. Orbital Rocketry (25)
    12. Basic Trusses (25)
    13. Struts (35)
    14. Power Management (35)
    15. Small Payload (35)
    16. Micro-Construction (35)
    17. Reaction Control System (50)
    18. Aviation 1 (50)
    19. Long Range Probes / Command & Control 2 (50)
    20. Research Miniaturization (50)
    21. Basic Docking (50)
    22. Mun Landing (80)
    23. Monopropellant Drive (80)
    24. Tiny Engines (120)
    25. Power Launchers (180)
    26. Medium Orbital Rockets (230)
    27. Enhanced Electronics (230)
    28. Expanded Construction (230)
    29. Precision Aerodynamics (230)
    30. Fuel Lines (300)
    31. Durable Power Systems (300)
    32. Atmospheric Science (300)
    33. Precision Machining (300)
    34. Enhanced Coupling (300)
    35. Mk2 Jets (300)
    36. Medium Launchers (400)
    37. Precision Propulsion (400)
    38. Autonomous Sampling (500)
    39. Heavy Landing (500)
    40. Medium Trusses (500)
    41. Aviation Utility (500)
    42. Nuclear Propulsion / NERV (650)
    43. Medium Truss Adapters (650)
    44. Xenon Propulsion (850)
    45. Modular Launchers (1100)
    46. Heavy Rocketry (1400)
    47. Deep Space Probes (1400)
    48. Heavy Construction (1400)
    49. Large Aerodynamics (1400)
    50. Heavy Launchers (1800)
    51. Oversized Monopropellant Fuel (1800)
    52. Enlarged Power Systems (1800)
    53. Radiation Science (1800)
    54. Heavy Trusses (1800)
    55. Large Coupling (1800)
    56. Jumbo Jets (1800)
    57. Heavy Orbital Operations (2300)
    58. Long Range Generation (2300)
    59. Large Payloads (2300)
    60. Specialized Docking (2300)
    61. Airliners (2300)
    62. Deep Space Methalox (2900)
    63. Nuclear Power (2900)
    64. Orbital Science (2900)
    65. Heavy Nuclear Propulsion (4500)
    66. XL Methalox Tanks (5000)
    67. XL Electronics (5000)
    68. Oversized Landing (5000)
    69. XL Construction (5000)
    70. Spaceplanes (5000)
    71. XL Hydrogen Tanks (6000)
    72. Aquatic Sciences (6000)
    73. XL Trusses (6000)
    74. XL Coupling (6000)
    75. Space Shuttles (6000)
    76. Mk3 Fuel Systems (6000)
    77. Orbital Report (7000)
    78. Space Trucking' (7000)
    79. XL Truss Adapters (7000)
    80. XL Docking (7000)
    81. XL Payloads (8000)

     

     

    Holy cow, I hadn't even noticed how expensive the later nodes get. Sounds like that'll help incentivize more interplanetary missions.

  2. On 9/15/2023 at 10:05 PM, RocketRockington said:

    You have to have completed, well thought out designs and significant progress on features that you have confidence in to follow that kind of strategy. 

     Better to just speak in vague terms and consider marking all bugs with no fix as 'under investigation' when you're making glacial progress instead.

    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. On 8/25/2023 at 10:19 AM, Alexoff said:

    I don’t really understand why fixing bugs could speed up development. I am sure that each innovation will be full of bugs, which will also take a long time to fix.

    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. 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!

  7. 10 minutes ago, Galileo said:

    They do work. The issue is now Scatterer, it’s how KSP implements their stock sun flare. You can fix it using kopernicus and creating a confit with this in it: 

    
    @Kopernicus:NEEDS[scatterer]
    {	   @Body:HAS[@Template:HAS[#name[Sun]]]
    	{
    		%ScaledVersion
    		{
    			%Light
    			{
    				%sunLensFlareColor = 0,0,0,0
    			}
    		}
        	}
    }
     

     

    Alright, it works! thanks man.

  8. The worst I can imagine with the "DLC v. Modding competition" is a situation like that of Cities: Skylines. And with them, there was a healthy mix of good DLCs (After Dark, Natural disasters, mass transit), traces of their content entering the main game, and a noteworthy modding community (Maps/building assets comparable to planet/part mods). With KSP, I imagine big mods (on the scale of USI Kolonization, To Boldly Go, or KSP Interstellar) being able to become DLC.  However, with more time and skill available to T2 than the mod devs (not to insult Roverdude or anyone), plus access to the full KSP code, any DLC could easily provide much more than even those mods mentioned, including proper integration of certain plugins and continued support (no need to update ModuleManager or Kpernicus with every update, or worry about the mod being discontinued). The community would still have the ability to produce mods such as individual planet/part/visual packs, but the big ones could be done as the new DLCs that add perhaps much more than any one modder could accomplish.

    If anything, don't try and panic about potential C&D letters to a modding community much bigger than even GTA, or a modding system already hardened into the game code getting removed.

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