Jump to content

ChickenNugger429

Members
  • Posts

    11
  • Joined

  • Last visited

Reputation

13 Good

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I think it's safe to say that at this point I too have given up hope of the dev-team (or rather, what remains of it) furthering Porkjets parts. I decided to look back on KSPTV VoDs on twitch. I found a squadcast hosted in the offices over in Mexico. At the time of this post, it's from about 15 Days ago. https://www.twitch.tv/ksptv/v/96151573 Play it from 00:36:15 onwards. "Our new artists are working on new parts and new stuff.. yeah, Porkjet's parts will not be worked on, eh, any further..." When listening to some parts before that there was a real emphasis on 'merchandise' and 'expansion packs', and not so much updates. Again we don't really hear much information on what genuine updates are actually planned. I feel like, with the departure of those multiple devs, any remains of the spirit of upholding the game is pretty much gone.
  2. Assuming 1.3 has been confirmed (I never saw an official statement from the Devs/Squad with my own eyes, but it was listed as a fact in that list of facts and rumours someone posted after the outrage of the 8 Devs leaving), I don't have much doubt that we'll get overhauled parts, I mean what's the point in a 1.3 otherwise, right? As mentioned, work on them had already started, Porkjet made nice illustrations showing the plan of how these parts would look, so the only thing of concern left is who's gonna make them? Roverdude is still on the team, so I'm gonna figure he's our best bet. I mean, maybe he won't be the only one working on them, I'm sure it's possible other artists/modelers will also be contributing, but from what I've seen of his works I think he can match the intents of what Porkjet aimed to achieve (or, assuming he already knew he was leaving, the groundwork plan that he'd expect to be completed in the hands of others).
  3. I think it is actually plausible we'll still see revamped parts come true in a following update, some work on these parts has already started, and there's a fair scope already set in a representation image of what Porkjet intended to achieve. Provided that he's remaining, I think Roverdude could be the man to pick up the pieces and continue the work. But time will tell us what will ultimately happen, there's still many uncertainties, but there is still people around who can do it I'm sure if the opportunity is given. Given the recent events, I really want to see the question of what will happen to these parts answered. I've been very excited to see development occurring around freshening the old muddy (and honestly placeholder) type parts, and to see it just stop dead in its tracks when it was very much in scope would just disappoint me and many others greatly, because there is definitely room to be had to revamp the parts, and I honestly I feel the game doesn't look completely finished without an overhaul of them, which really irks me. I think it's important to popularise this thread again so it meets the eyes of those who can make it happen because the work and intentions set here were very nice, and just seeing it come to an immediate halt is unacceptable.
  4. As much as I appreciate reading repetitive discussions on 'magic nozzles', 'tankbutts', 'powerheads', and how this certain information about certain components of rockets isn't really getting through to certain individual(s?), thus having a vicious cycle of this argument over and over and over for god knows how long, and how much longer I don't want to think about, but this type of discussion should be transferred and more suited to this linked thread I think, because after all much of the discussions I'm referring to is largely arguing about the aesthetics and modelling of the parts design; http://forum.kerbalspaceprogram.com/index.php?/topic/147314-rocket-part-revamp-discussion-thread/ Otherwise, I think it would be nice for this thread to revert back to its core point of 'Thrust and performance changes discussion' because I'm sure there's a lot of potentially valuable discussion to be had about the thrust and performance of the future of these parts. I'm not trying to be a buzzkill or anything but.. y'know... Some people could have good ideas for the performances of these parts that might catch onto nice devs out there.
  5. This is definitely something that needs to be tweaked, and it's a shame this is an issue that is still within the game. However, thanks to a special portable science container in 1.2, there will be a way to store the crew reports (along with all the other science from the other science parts), thus allowing you to make another report without the need for an EVA. I still don't think this is fixing the issue at hand, but it is a very nice workaround that gets the job done.
  6. For a very long time I've been anticipating revamped rocket parts, so seeing these ones leak through makes me giddy with excitement, and I hope we'll get to see them implemented into an official release not too long after 1.2 officially makes it through. As far as performance tweaks go, I'd genuinely like the LV-T30 to have some degree of thrust vectoring. I understand that relative to career mode it's an early game component and so it's not expected to be the most fantastic engine, but it's still designed to serve as a first stage engine nonetheless, and control is most crucial during launch through the atmosphere (barring a situation where you intend to do a landing manoeuvre on a tricky body that is, but even so, getting to such a point still requires you to leave Kerbin first ). Of course I could be wrongly concerned here, as I'm also aware that part upgrades (at least for engines) are also in the works, so for all I know in a career mode save you might start off with an LV-T30 lacking thrust vectoring but after a certain point of progression through the R&D Tech-tree you could unlock a gimble upgrade.
  7. Although we're getting cool parts for planes and we could really do with things such as more cylindrical LF-Only tanks, the one thing I've yearned to see implemented in the game for a while now is 2.5m Rapier/Turbo jet engines with similarly sized supersonic-type air intakes. Currently, if you have any intention on making a large MK3 SSTO craft, you must have to cluster many 1.25m engines somewhere and it's somewhat inconvenient. I think those are one of the most essential plane parts that have been seemingly ignored throughout the updates. I think another very useful addition to the planes would be larger structural wings. Currently the only large wing pieces which have fuel capacity are the shuttle style delta wings (accompanied by wing strakes) and those large jumbo jet wings (which are arguably too small if you want a lot of MK3 sized parts on your craft).
  8. The (initial) barn was scrapped primarily because; 1) It was a shoddy modelling job with excruciatingly awful textures & 2) It just didn't make sense for kerbals who are somehow competent enough to build very functional and well designed rocket components, but somehow resort to using a poorly constructed barn with rusty caravans and an observatory made out of scrap metal plates. The argument that the barn should have stayed because it was more "kerbal like" just doesn't cut it. Kerbals are a lot more competent than they're generally made out to be. As mentioned many times before, yes, tier 0 buildings will be coming back but the general design is more geared towards, as Maxmaps in the past put it, an "abandoned military facility". So I'm expecting it to be inspired from a V2 Rocket facility. (I remember seeing a nice model of a V2 Rocket facility on a wikipedia article, but alas I cannot find it).
  9. We definitely need 2.5 metre jet/hybrid jet-rocket engines for MK3 parts as it's inconvenient and frustrating to organise the smaller engines to haul those large masses of parts into the air, LKO, and beyond.
  10. I like the concept of the isotope slowly decaying, decreasing power output over time. It would make for a very interesting style of gameplay for those exploring the outer Kerbol system for extended periods of time.
  11. I believe they should be heavily nerfed. I feel "dirty" whenever I use them. They are extremely overpowered and render RCS useless for most of my missions that don't require docking manoeuvres. I feel that they could be nerfed by cutting down the amount of torque they provide, and increasing the amount of electricity they require. I think it cuts out much needed challenge in the game, that as long as I have a few dinky solar panels strapped on my several ton craft I can spin it to hell without using much electricity. To compensate for this, I see it fit that there's an implementation of more RCS nozzles/systems. Also, in relation to attitude control, it would be great to see thrust vectoring added to some of the SRBs.
×
×
  • Create New...