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Streetlamp

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  1. ...and it's starting off with a cinematic...! [EDIT: It's by StreetlampPro.]

    Sadly, there are nasty framerate drops. Hopefully that won't continue through the stream...

    Yeah dat fps. I spent a lot of time excessively worrying over the details of the vid in the weeks before KPE3. Stuff like tweaking how one shot cuts to the next, working with the sound effects, and cleaning up the footage to rid it of studders. Fates have a sense of humor :D

  2. At first I hated the Crater biome because it was difficult to get "high over" and "low over" gravioli scans. But I really started to like the idea of a hard-to-reach biome on Duna once I started exploring from ground level. It gives Duna a balanced biome map. 5 biomes normally isn't that many, but when one is very difficult to locate, you have a different challenge.

  3. I try really hard to not kill kerbals in my career savegame. Like, really really hard. I haven't killed anyone since version 0.22 with a failed mission to Bop. Landing stage ran out of fuel on the capture burn. With the crew already in high orbit and knowing of the low gravity, I had Willis Kerman get out and try to gather science from the surface as a last ditch effort to make the trip worth while. He landed and he began his accent. However I quicksaved too late into the accent and he didn't have enough EVA fuel to make it back to orbit or to slow himself down when he descended. The transit ship was unable to catch him as it had barely enough Dv to return to Kerbin. I kill a lot of Kerbals in my sandbox savegame, but that never means anything to me. Willis was the only Kerbal I've never been able to save (even with extensive quickloading) and that does mean something.

    TLDR : I killed a Kerbal on Bop and RP too much.

  4. The Kerbal experience system was originally planned as a way of boosting certain characteristics of your craft. That got me thinking...

    Now that we know that won't happen, what are your thoughts on a similar process happening to the Kerbals themselves?

    Let me explain my idea.

    What if when you hire an Kerbal you could train 'em to become one of several roles/classes(for a funds cost of course). For example you could train a kerbal as a mechanic and only then would that kerbal be able to repair wheels and repack chutes. Or maybe you could train 'em to become a scientist and only then would that kerbal be able to remove data from instruments on EVA and operate the Lab part. You could train a Kerbal to have multiple roles/classes but the more you train them, the higher the funds cost.

    All Kerbals would be capable of controlling manned capsules, making Crew reports, making EVA reports, and planting flags regardless of role/class. Each Kerbal's role/class could determine the color of the EVA suit's helmet marking.

    Trainable roles/classes:

    None - Grey - The class of a Kerbal you just hired. Has no outstanding traits what-so-ever.

    Mechanic - Brown - Can repack chutes, repair wheels, and do anything relating to activating parts while on EVA.

    Scientist - Blue - Can collect data from science experiments on EVA and can operate the mobile Lab part.

    Geologist - Green - Can gather surface samples and must be present to transmit the sample's composition.

    Pilot - Orange - Can operate a craft from an external seat and has the navball visible while on EVA.

    Other roles/classes:

    Multiple - Red - Has multiple roles/classes. Perhaps instead of a red marking, the marking would be decided by combining the colors of the roles/classes the Kerbal has been trained in.

    V.I.P. - Black - A Kerbal who has payed your space program in exchange for being on a flight. Would be a med-high paying contract depending on what the V.I.P. wants to see.

    So what are your thoughts on this?

  5. I went back and watched some of the prerelease stuff from the last patch and I noticed a disturbing trend among some, not all, of those that were "showcasing" the content, and I have to say I was a bit put off by the way it was handled to be honest. I will not state names, as I could be misunderstanding how they wanted to sound. A lot of those who were given early access to the patch content were seemingly bragging that they got to do this first or that first, yet just barely glossing over what was changed and more interesting in boasting that they had it before the others in the community.

    If some of the guys who showcased 0.23.5 seemed braggy, my view is that it was likely an issue with their delivery. I've chatted with every member quite a bit over the last year and they are all quite nice and friendly. None of them are the kind of people who say "I have something you don't" and mean it as a serious statement. That's my view at least, but I could be wrong as my outlook doesn't cover every second of the content they produce.

  6. Removing the highlight using F2 would really make filming a bit easier. :)

    Filming in windowed mode and moving the cursor off the KSP window is a solution, however some free screen recorders may become rather confused by doing so (Well from my experience at least). A work around / solution to all this is to set the game's Flight UI setting to Tiny, mouse over the Resources tab and film all you want (Works best with static shots and Kerbcam aided shots. For some reason when mousing over the Resources tab the green highlight doesn't appear. Not the case with the other gauges). While editing all you have to do is crop out what you need to. If your game's resolution is 720 or higher a slight zoomed crop shouldn't be noticeable. I recommend doing some visual quality testing camerawork prior to adopting any new techniques.

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