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Everything posted by Stratennotblitz
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could we have better parafoils
Stratennotblitz replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
yes, the isa will use a parasol to actually glide to the runway with it's space rider shuttle so it's def possible for small spacecraft as far as we know, what I'm asking for is attachable parafoils on the body of a spaceplane so we can have more forgiveness if we both a reentry and go to far or too flow to reach the runway -
no normal person would want mods, you never said that some people didn't want it in the base game, which is ridiculous anyways because no one would want that they're a minority because most people do use mechjeb what do you mean what mods i run? yes they are, mechjeb is a perfectly good mod with no exploits if someone use mechjeb to use a rocket, it's probably because : they're launching a comms network so multiple launches, b they're building a base so they need multiple launches and doing the same thing c they're trying it for the first Time or they're on ro which mechjeb is basically needed for controlling rockets with low gimball the reason why you don't use mechjeb is probably because you've Never tried building huge stations around the sun and a base on Dres, try it and you'll get what I mean
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this is ridiculous, almost no one uses mechjeb to fly a rocket, they just use it to make boring manoeuvres and repetitive landers, no one wants to drive a o=rover on the moon fir ours to reach a crashed lander and recover science, not to mention that you can hover, record flight data and it helps hugely with slow computers or people on laptops. my guess is that the people that don't want mechjeb are a loud minority, this kinda liquides me off why would anyone care about how I mod my purchased game? this type of gatekeeping is just toxic
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hoping for automated tasks
Stratennotblitz replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
thank you! -
hoping for automated tasks
Stratennotblitz replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
woah that's amazing, any links I could read? been craving for new info since collisions was up! -
managing a colony is.. well hard, you have to bring basic resources like fuel, water energy generators, while managing your kernels by trying to keep them alive and discovering new tasks. so what I think we should have is automated tasks, per example, you could land a vehicle near an ice depot on the moon and refuel 2 to three time, then you could add the instructions automatically on a board computer item (maybe) and it would repeat that task every couple of days. as for resource management, I think there should be a colony management section where you can either build scouting robots (that would only work on a 25 to 100 km radius) that do the same task as the new deep resource surveyor but on a wide range. as for isru, I'm hoping we can run resource routes per example, along the moon, you can add a couple of way points and land/space GPS receivers to make for more precise movements, less precision would simply mean a loss in efficiency, per example loosing a quarter of resources etc, that would allow the player to explore the surface more instead of landing in a single spot. tldr: I hope we have a more in depth resource mapping and a bit more automation to avoid repetitive tasks
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could we have better parafoils
Stratennotblitz replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
I mistyped, better parafoils -
I proposed an advanced comms network guess you don't want that either
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this is am amazing idea, hope the devs see this
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could we have space phenomena based travel
Stratennotblitz replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
not sure if that's even computable by a computer that runs ksp tbh -
we should have some sort of mechanic where the strongest relay on an object will give control to the dominating player, it would be easy to avoid since you could just make an automated craft but I think it'd be fun to spam networks everywhere and mess with players, but it'd take a lot of resources tho so it would be uses rarely on MINIGAMES not casual
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intra player research/repair stations
Stratennotblitz replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
a 100 players is really good, also if the devs or mods can create a good trading place like per example relay based communication from a player to the other, it'd add a lot of immersion to the game since you wound;t have to pause and go on "marketplace" Hence one big shared world for thousands of players. I've seen other games try to add permanent structures on worlds for visiting players, maybe we'd need some sort of reset every few months 8 t0 16 players is already amazing imo