Jump to content

Wcmille

Members
  • Posts

    312
  • Joined

  • Last visited

Posts posted by Wcmille

  1. I think KSP 2 will succeed or fail on fundamentals. Build a great core platform, and then release lots of DSLs that expand the game in ways that the player base might be interested.

    Focus on quality and being bug-free. I know you want to add features, but the community can add features more easily than fix bugs.

    Be excellent at physics; KSP has arguably the best physics engine of space games. It needs to stay that way. I don't just mean rocket mechanics -- everything. There's a definitely a threshold where realism intrudes on fun, stop before you hit that.

    Be very extensible; Community mods are a major part of KSPs success. The more you can lower the bar (docs) for community development, and the more you can make mods stable across versions, the more the game will gain for free.

     

    And that's it. Colonies in space, interstellar travel, resource management -- all those things sound like great DLC content I'd pay for. Why not get a rock solid base game out there now, and start collecting revenue off it?

  2. 17 hours ago, Brikoleur said:

    Make it possible to set manoeuvre nodes in the tracking station. When planning routes for flotillas, it's annoying to switch from craft to craft because of the loading times. 

    If you like, make this a Level 3 feature of the tracking station, and require comms to transmit the plan to the craft.

    What a great idea. I added to the list!

    10 hours ago, sevenperforce said:

    Fix the maneuvering nodes so that it is possible to maintain a single node while employing a series of periapsis kicks. 

    What happens now? Does it reset?

  3. What's the best way to associate certain mods with certain saves, so that when I use one save game, I get a certain set of mods, but when I use a different savegame, other mods are used?

    Looks like CKAN can handle the heavy lifting, but I'd still need to reconfigure before launching KSP, right?

    Is there something more streamlined?

  4. I think this might work:

    To experience atmospheric-like flight, set your craft to prograde and use RCS translation. This will change your prograde vector, which in turn, will change your direction. You should not turn, let your SAS do the turning.

    This will not be fuel efficient.

  5. On 1/27/2018 at 2:40 PM, A FAT KERBAL said:

    Yes, yes I  have docked many times before but now I just cant For Example I have two crafts on the same orbit but they are slowly moving away from each other.

    I think the problem is that they might be too far away from each other. would that effect it?

    I have had three cases in the current build where the game flipped my thrust vector so that thrusting moved me away from my target. I fixed it by exiting the game and restarting.

×
×
  • Create New...