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Foamy

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Posts posted by Foamy

  1. The good news is that since docking was almost finished for this update they\'re going to have a lot more time to polish it and add nearby features for the next one, we won\'t have to wait for an update after release for it to be useful.

  2. It might be a little more difficult than programming a BigTrak though.

    It may not be too bad though, a huge ammount of the difficulty in programming a robot comes from lower level stuff like reading sensors and controlling actuators. Not to mention accounting for unreliability and inaccuracy.

    You could do some pretty powerful things with very basic instructions when you can guarantee reliability and consistency.

  3. Can you make it track all the dev accounts to make it a 'for reals' dev tracker? (Mu, C7 and N3x1S post quite a bit, and Alex and the rest do from time to time)

    It would be easy enough to make one for every dev. not sure about combining them though, I\'ll look into it.

    EDIT: I replaced the original Harvester feed and added a link to a Google Reader bundle containing individual feeds for each dev member.

  4. Here is a collection of RSS feeds, one for each member of the KSP dev team. Each one updates once every 6 hours and shows the latest 15 posts by that person.

    Note that it will break the feed if they post a large image but works fine for most non GIFs and text.

    Here

    Since Google won\'t let me edit the old bundle to add in new feeds i had to make a new one. Here\'s a link to NovaSilisko\'s feed for those with the old bundle: Here

    I made this using feed43.

  5. The moons of Eve offer a great landing spot, they're rocky and are in comparable orbits to the Mun. Plus, beautiful Eve fills the sky!

    Not disagreeing here but i think it'd be pretty cool to have one around a planet that you could build a base on. So then you could use the moon as a base in between. for storage and more efficient ships.

  6. Exactly. Actually thinking about it from the training (and earlier development stage) point of view a few additions come to mind.

    One would be having a moon for Egar for more close to home places to land. (since bases on highly hostile worlds will be complicated and are a long way off.

    Or perhaps a large asteroid that shares Kerbin's orbit.

    A commit or two would also be a nice challenge for more advanced players.

  7. This is a great concept and it's well thought out and presented. That said though i think a simple system generation system is the way to go. So when you started the campaign you would set some basic specs for the star system and it would generate one randomly with those constraints.

    You could have an option to set a specific seed and i think the default setting would be a non random system so challenges would be easier. Now when i say a non random system i mean one designed to feel like the one presented here but which would fit in seamlessly with the randomly generated ones.

    I really can't see this game in a later stage being played solely on hand crafted star systems. In-fact i would go so far as to say that i refuse to believe that this game will not have the option to play on randomly generated systems by the time serious exploitation of all they have to offer is possible.

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