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AGlassOfMilk

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  1. One more thing I just have to mention is, that a multiplayer mode would be epic. I showed my nephew the game, and tried to explain him some stuff about getting stuff to fly and building rockets. I think a two player multiplayer would be really awesome for KSP for several reasons: - because ksp is extremly physics based, it should work well as multiplayer game as physics run by themself and only buttonpresses would need to be submitted, the outcome/result on both computer would be the same, if the button press is executed in the same frame on both computers (aka delayed). - while both players are far away from each other the amount of data transfered between both players would be tiny - because of multiple things you can do on a ship (like send data from satelite dish, control upper boosters, control robot arm on ship, on board paint food roket launchr) and ships can have multiple kerbals and vehicles (like spaceship, footman and mooncar, etc) players could fly and discover on the same spaceship and split up - and of course each player build, launch and fly their rockets and planes independetly or rescue each other, as the game keeps always running, even while the other player is offline, this would of course require a second base like 2 km or more next to the player 1 base - players could help or manipulate each other, they could sent stuff into space leave it there and let it for the other player there to continue from there and so on and so forth I think KSP has huge 2 player potential. Just my 5 cent as I am game developer myself.
  2. I don't really care for now if saves carry over. But I can see that some people with giant orbiting bases would be sad to lose that save. On the other hand I don't think savestates should be more important than new features. What I hope most for is that .23 will be better as .22 I know it exists as mod, but it I think it is an essential part to the game to scan planets to find special stuff, unique regions and good landing zones and maybe other stuff on them. If I would find an anomaly with a scanner, I would be muuuuuuuuuuch more eager to land on a planet. Another thing I am missing are thick athmospheres where when you go down on a planet you stop seeing the sky and you dont see the ground unless you get closer than 200 meters to it. Some special x ray scanner would help landing on these, while only improved orbit scanner could scan the ground there. Also who knows what you would find swimming in such a thick athmosphere or floating island to land on. And finally, finding monolith/anomalies with alien tech, metroid style, which either enhance your kerbals, a certain part you bring with which you then can stock build, or just a special part you have to collect and bring home with some kind of carry robot :S And another thing that would be hot is mining in space/on planet for new materials for new/better parts. But thats just my five cents. I am making games my self so I kno how hard it is :/
  3. About the part with the starting straight thing and the plane beeing to fat, tires getting buldgy and getting off the runaway, I do not agree with that part. The problem is different as I experienced: Especially with tiny light planes the problem becomes more obisious. As a real kerbal beginner if my plane doesn't lift, it needs just more powerful engines, solves every problem right? Well the problem is, that if you try to start your plane at max power, the engines start wobbling and thus not push straight forward anymore thus pushing the plane off the track. I think the drifting to the side forces the unstraight boost of the engine even further, pushing the plane more and more off the track. The solution to the drift off the runaway in this and my only and most experienced problem is not to fix the tires, but to lower the force for the engines. I had to start my plane at 50% push. While the plane is driving slow/standing still, the engines boosting at full power apply a huge force to themself/their connection to the plane. When the plane is actually flying at fast speed, there isn't this huge force anymore and it will fly straight even if you are at max power. At least that is what I experience. So if you have problem with you plane going off the track, try to start with less power until you lift off (like 50-60%). Indeed what also help is adding vertical wings, like fish fin at the wings to correct the drift off. Btw, I first thought its a tireproblem and tried adding more tires (==weight) to the plane, but the problem was still there. So I think it's better to check for the overpowering liftoff before you try to fix other stuff on your plane.
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