Jump to content

MKI

Members
  • Posts

    939
  • Joined

  • Last visited

Everything posted by MKI

  1. 1. learn how they changed science spam, adjust my career save 2. check my kethane mod to see if it broke anything, fix 3. BUILD NEW SSTO
  2. Having a resource system implemented eventually is important to me. As i see no reason not to add resources and considering the game completely finished without even considering such would be a letdown. I would rather see development toward part costs to facilitate SSTO's and reusability. Both are much more connected to the ship building aspect of the game rather than adding to what is already a very deep game. I would rather see a simplified resource system implemented(kethane level is a good start), and a much more interactive system updated far in the future. A large and complex resource system would only be worth it if is can be: 1. accessible, not tedious and highly complex 2. compliments the main point of the game(ship building, flying) 3. adds an entire new level to the game(gives reason to the rest of the game) In other words the system would become the end game of ksp. It would give reason to do everything, i believe that is important to many players. Currently the game has no reason besides the "fun" of it. Even the career mode has relatively no end, it only morphs into sandbox mode. That is the underlying reason to add a resource system, a constant manageable aspect. Without it many players will get bored once the achievements have been met. Currently the long term goals are generally set by players, but some do not want or play for such aspects, and thus are disappointed by the current lack of "guidelines". I say only to look at this problem later, as there are many other aspects of the game that are more core to the experience(flying, building) that need working. Part costs are far more important than a resource system, but both are really needed to facilitate goal oriented gameplay which are important to players looking for a start to finish type experience. But the Current KSP do what you want cuse its free in ksp, must stay in sandbox mode. I, and many others do not want to grind it out just to make a space station.
  3. Very useful and simple! goodjob, should make my transfers less of a pain.
  4. Alright so if i were to have a lander with .33 TWR in kerbin orbit i would have no problem getting off of Duna. (.33 * 3.3 = 1.089). I use mechjeb for transfers and intercepts so ill probably just have to look further into the plugin to find the info next time.
  5. I known it has to be above 1.00 to leave take off, but I want to know exactly the TWR by using kerbins gravity as a comparison. So if I have a Twr of 1 in kerbin orbit what would it be at Duna? Disregarding transfer and orbit. I'm a very cautious player and don't want to send a ship that can't take off lol.
×
×
  • Create New...