Jump to content

14thTry

Members
  • Posts

    6
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Bottle Rocketeer
  1. I thought this was saying that you should be able to do "control from here" as a custom action and I want that so bad.
  2. This actually would be nice. like a record of all your achievements, represented by the ship that pulled it off first. I can't really remember my first return trip from the mun and I definitely can't remember what the ship looked like. The only issue I could see is that the possible objectives would have to be specific enough that you could only complete it with one ship. All of your examples should work nicely, except space station, because determining what constitutes that goal is so much less specific. It also maybe a bit too much work to implement just for the sake of this idea, but I would love it for sure - - - Updated - - - subassembly sorting would be nice too, but VAB and SPH sorting would be Awesome. Folders for the win
  3. I don't know if this is actually easier harder or technically impossible for Squad to pul loff but would be great. They definitely would need to keep some limiters so you can't build it out of the hanger. But I would find it a little less desirable for testing purposes. I often launch a rocket 6 or 7 times before I get the Pad and orbit Dv balanced enough, that means in your system my waiting between launches and tweaks would become terrible fast. Plus why not add more build options and potential designs. Kerbal is a puzzle game, build a ship that can complete a mission (or more) and then see if it works.
  4. I know I am not going to be well liked here, but I think that life support seems like a headache. If you are someone that uses excessive mods to play Kerbal think of how many of the ones you use every mission, would needed to be in the stock game to make having to calculate the amount of food you bring to Duna as fun, There are cool life support mods already. and adding it to the core experience to me seems a bit unnecessary. A kerbal being able to stand outside on EVA on Moho for 400 years and not die is funny, not stupid. And while it adds to the narrative experience, I personally don't want to have to stat worrying about it one day while try to have fun in stock. If added it would be nice if they made it a hardmode only feature. toggleable or a choice at the start.
  5. Yes, but this is incredibly hard to do at this point which means it either isn't coming or is too far off for me to care. I kinda of detailed this in my OP, but it was long winded, It wouldn't affect these unless you welded, so getting rid of them wasn't my intent, Heat transfer (could be balanced by making heat transfer be instant across welded parts), impact destruction would destroy the entire welded thing, Joint failure on the other hand would be a big bonus, and it would be impossible to break apart with gforces unless the whole thing disintegrates. These things actually seem to me to make interesting design choices for many builds, Do weld the command module to the rocket or not? Also the physics engine is fine handling the physics for most reasonable thing but as with all physics engines they have an upper limit. It is why there should always be systems that limit your options.
  6. First off sorry if this has been posted a million times and/or is impossible/stupid . I did quickly look through the things not to post section... LOVE YOUR GAME. Business time: my play style: Normal, No MODS, gather some tips/strats from friends, and Das then mission FUN TIMES! That's how I will play not really looking for anythiing more to this complex beauty, I won't download a mods there is plenty. Something that bothers me from a system/design prespective is the minimum part count becoming unlimited at highest upgrade teir. It is used as a gating mechanism in early stages of the game, but would seem is also a way to limit builds becoming too much for most computers to handle. Yet when the VAB is upgraded to max the part limit goes away, and next thing I know my computer is showing me it is in desperate need of an upgrade. A 300+ part ship for me is no fun on max settings, and a mun base (450+) ... yikes. And while I plan to upgrade to enjoy this game I love a little more I am wondering why you decided to uncap the part count at all? All it really does is allow me to essentially break the game/my immersion. I get that this is what players want (freedom), so I get that's why it was made possible, but having played lots of editors in many games, I have found the part count is actually one of the most interesting ways to make an editor a game. It becomes a balancing act which thing is more important, is this the absolute best thing we can do here. In fact I truly believe you can't make anything right until you define your limitations (sorry ranting). I had more fun building ships with the 255 limit than once I had to remove it to get done what I wanted. So yes I get it, but its bad So that's my issue. It is "necessary" sure. but how could it be done for a better running experinece for more people/me THE IDEA: Welding. Construction teir unlock (300 - 550 sci req) Two parts can be made into one part for more money and weight, these parts now carry both functionalities, and are considered by the part count (physics calculations?) to be one part. destruction applies to both welded parts, and the new crash tolerance could be set to the lower of the two parts (possible balance) or something like that. What would actually need to happen processor wise might be less optimal than I assume, but if there less parts each physics calculation then that calculation could be made much simpler/faster (?). I know that Unity does slow down a lot just with enough draw calls, and I wouldn't think that could be reduced in this case easily, since the mesh count would have to remain the same. but if the major lag spikes are all physics then I think this could work really well. example one command module, one fuel tank, one rocket engine. weld A to B, new A to C, and you have a one part rocket that weighs and costs more than a 3 part version of the same design. If the welded ship collides with something faster than its crash tolerance, bye bye ship and its pilot. in this simple example you can already see why welding as I speced would balance itself nicely. any OP uses could be restricted, similar to fuel transfer restrictions already in the game. Am I off base here? would this actually save processing power? Way less interesting if this didn't make more optimal ship building possible, but if it did work... If so, you could set an actual part count for all VAB, SPH upgrade levels, and it could be even less than 255. Welding should also be unlocked in the science tree (rant on this coming, but I am sure this one has been said a million times). At a high enough science req it would essentially be the unlimited parts teir
×
×
  • Create New...