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Coeus

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Posts posted by Coeus

  1. 1 minute ago, Foxster said:

    What we need is "stuff" now. 

    We have had a lot of tweaks, lots of new game engine, lots of just-a-bit-better. Now it is time to give folks something new to get their teeth into. 

    I'm not talking about integrating some minor stuff like antenna range. We need new planets, new tech, a whole new range of parts, encounters with space aliens, cities on the surface to generate the economy for expansion, your know: proper big expansion stuff. And I am almost certain most of us would cough up a few $ to get it. 

    As long as Squad thinks they have a finished product, that just needs a little polish, the quicker KSP will die. We need someone at Squad with a bit of vision. 

    I'd be fine with some DLC's, as long as they would have some serious good content in them. If it is a way to make KSP even better, I would gladly spend some money on it.

  2. There are really too  many additions/features/improvements to be wanted. Now, I feel the greatest thing which is lacking, is a proper science system. That's also the reason I voted for science and surface features. If this is done well, it could add so much content-wise to the game. Another necessity is the addition of some mission planning gizmos ( or resources? I don't know how to call them). While I'm now an expert in guesstimating, and start doing calculations by hand, I think such a feature couldn't be left out in a game about conquering space.

    I know 1.2 is already packed with new features, and the science overhaul would be a major update on its own. I think it is unrealistic to expect many more features to be added in 1.2, but maybe this poll could offer some new insights to the devs for future updates. (Is there actually a kind of  roadmap, or is this unknown)

    Well, all it boils down to is hopeful thinking, of the game I want KSP to be. (And otherwise there are always mods)

  3. You know what's crazy, you can actually land the 2.5 m probe core all on it's own, if you do it right. If you go into a deep dive, and do a hard stall after gliding it, you can slow it down below 20 m/s!

    (Also, the feeling when you manage to land a broken plane, it's so satisfying)

  4. Many also had a rescue mission where the pod was already taken up. Maybe a separate screen should be added in carreer, where you assign kerbals to their seats after you click launch. Something like the option to add Kerbals in the build menu. (And make this toggleable in the options menu, as I would find it bloody irritating)

     

  5. Well, it makes a whole lot more sense doing it this way. I am in favor of doing this. Maybe you could get more science from far off locations, where distance traveled is the determining factor. Or maybe there could be a thing such as sub-biomes within biomes, where surface samples give different outcomes. Well, there should be more to it. And yes, I also want a thorough science overhaul.

    Anyway, I really like the idea.

  6. All of the terrain (except the KSC) should really get roughened up. And the friction should greatly increase. The same goes for other bodies. The Mun shouldn't be as smooth as it is now. If you look at any photo of the moon or mars for that matter, you see rocks everywhere, and small hills and bumps. Now everything is just one smooth surface.

  7. 90 % of the crafts I have built in sandbox never went further than a few kilometers from the KSC.

    I use F5/F9 and revert flight a lot.

    I almost never leave Kerbin's SOI in career. When I do, it's with probes

    I use timewarp to stabilize my vessels.

    I'm very tempted to end the filght of all my orbital debris.

  8. 5 hours ago, spacebrick3 said:

    I think RLA stockalike has small radial decouplers, but I don't know of any other ways to get them.

    Edit: Sorry, it's actually Modular Rocket Systems. I can never tell them apart when thinking of parts.

    RLA and MSR are cool (might download them once), and untill more parts are added to the game, I guess we'll have to resort to mods :(.

  9. Seriously, we need this. The other radial decouplers are too large for smaller probes, as all of the other decouplers took gigantic compared to a probe. Something the size of a cubic octagonal  strut would work. But I guess using the 0.625m stack decoupler with a cubic octagonal strut (to creat an attachment point)will have to do . I think tweakscale works, but something in vanilla would be better. Or does someone have other workarounds?

  10. 41 minutes ago, Azimech said:

    Interesting ... would you care to elaborate?

    I was thinking, you could have a part with very high friction, and you combine it with a low friction part, Then you repeat this pattern and let it slide over e.g. the ice caps. This patern of high, and low friction forces could prove for some interesting scenarios.But this is just my thinking, and I might be completely wrong.

     

    34 minutes ago, Tw1 said:

    This would be cool, as long as it's only done to an extent which doesn't impede gameplay too much. Wheels are already hard to use in low G, so only a little harder there, please. Having to make a lander a little wider to avoid sliding down a muddy or icy slope sounds fair. 

    But I like the idea, it would add some extra detail and variation to the experience of being on a planet.  

    I doesn't have to mean lower friction, as values above 1 would even increase friction. It could even improve driving on Bop and Pol. Those moons look quite rocky. And anyway, if it impedes gameplay to much on low-gravity bodies, the devs just turn up the multiplier a tad to make it feel 'normal' again

  11. 19 hours ago, Azimech said:

    I agree completely. But also for material type (which don't exist yet in stock).

    I guess they could do this, but I don't think it would add as much to the game. Though it could be used by modders. Now that I think about it, this system could be quite prone to phantom forces, when parts of a different material are touching the ground.

  12. This could be a friction multiplier for wheels, or even parts in general, based on the biome you're in. For example, when you're on Kerbin's ice caps, your friction should be way less than on its grasslands. This could prove fun for some ice-skid designs. Maybe this will make rough terrain really feel rough, or allow for some out-of-control drifting on the minmus flats with the new wheel physics.

    I don't imagine this to be hard for the devs to do, but I'm not a modder, so please correct me if I'm wrong.

    So, what are your opinions on this matter? Or are there already mods which do this?

    (Also, first post)

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