Jump to content

Search the Community

Showing results for tags 'progression'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Suggestions & Development Discussion
    • KSP 2 Dev Diaries
    • Show and Tell
  • Kerbal Space Program
    • The Daily Kerbal
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Player Spotlight
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (Console)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 7 results

  1. I've been playing out a potential abstract version of the game in my mind, taking into account some possible tech progression and exploration inventive elements that have been hinted. Let's assume there's no boring abstract system of farmable science points. Every tech "unlocks" automatically for you depending on three things: - if you did the science experiments for the tech - if you found / harvested the resources necessary - if your level of knowledge and discoveries is sufficiently advanced (every part could have hidden milestone triggers that unlock it) Let's also assume that we obtain useful information about the universe only through practical science (ground and space telescope, sending probes, doing experiments etc.). This information then allows us to design more complex successful missions. Let's also assume that the progression also favors unmanned before manned missions, as it should. And that kerbals need life support because manned missions are damn hard. And that there are good incentives to build space stations (science, mining asteroid resources, and orbital construction etc.) and colonies (science, discovery of planetary points of interest, transportation infrastructure, resource mining etc.). Let's assume that we need to build and upgrade the communications network. Let's assume we have to explore and exploit the Kerbolar system first, then investigate other stars, exoplanets, build the necessary knowledge and material infrastructure that allows us to design interstellar ships and send them hurling into space. Then we get there and start over. Let's also assume we take into account the long and slow process of prototyping, testing and iterative design. And the accidents. And the story / lore / mysteries / Easter eggs. Well, my worry is this: it's a damn huge amount of work even without any grinding! It makes me afraid for my adult and family life! Who is going to be able to do everything in this game, in a gratifying slow and methodical way, with all the difficulty settings and optional systems turned on? This game is going to take us years to go through. How is there going to be time to explore multiplayer features if we start with single player only? I really think multiplayer has to be baked in or directly linked with the single player adventure. I see no other way to put everything in this game and still allow players to try it all.
  2. I know that having telescopes and gradually obtaining information about celestial bodies is already semi-confirmed by this comment. But what do you think about also having a some filters / overlays for unmanned craft 3rd person view that improve as technology gets better? Some combinations of.. black and white vintage / sepia noisy blurry VHS CRT fake colors instruments (infrared, ultraviolet) etc. best color version would be the same as the manned craft 3rd person view of course. This would differentiate between manned and unmanned craft and give a better gameplay experience for tech progression. It could be applied to first-time visits based on tech level, to limit information and incentivize discovery. After sending better probes or manned missions the image could be normal. Also we could also have: telescope (science instruments) that can zoom in when orbiting / passing by a planet so we could see things happening on the surface or more details ability to record videos
  3. (Firstly, let me add a disclaimer that I'm writing this late at night based on a rambling note I made on my phone at like 1am the night before, so bear with me if this starts to lose coherence.) Something I've found rather dissatisfying about the base-game science system (ignoring career, which I have other issues with) is that there's generally no point, mechanics-wise, to keeping a scientific mission in its final orbit after you fire off all your experiments. No reason to keep that first crewed orbiter in orbit for more than it takes to click "save crew report", no reason to go for an orbital probe rather than a landing or flyby, and definitely no reason to have more than one probe in the same place once you've gotten all the science parts unlocked and figure out how to cram them all in one craft. The idea I've had to solve this involves two major systems being added to the game: Having science parts that can continuously log data, returning science based on the amount of data logged Having events that occur that can be observed through a variety of means for science gain The first system gives a big reason to have something stay active in the same situation, by providing a direct reward based on how long it stays there. Rolling-recording imaging probes, microgravity-effects-on-Kerbals studies, and However, the gain needs to be asymptotic (increases towards by an ever-decreasing amount, never exceeding it) to some amount (such as 2x the science from the base experiment), to prevent someone from being able to unlock the tech tree with a Stayputnik, a solar panel, a 2HOT, and timewarp. How these data logs are returned can be an additional system, providing new choices to be made, with relative advantages and disadvantages of any method. (One example could be sending data in large batches vs sending it back continuously.) The second system would be a fair bit more complex. The core idea is that there are numerous events that can occur - eclipses/transits, magnetic field changes, solar flares, impacts, celestial events such as supernovas, etc. - that, if "seen" by an actively-logging science part, provide large science bonuses. On top of this core would be several layers of complexity. Firstly, the larger the variety in the parts used to observe the event, the greater the return (within reasonable bounds of what can be used for observations, of course) - observing a solar flare with a visible-light telescope wouldn't provide as much data as observing one with that plus a magnetometer logging the effect it has on Kerbin's magnetic field. Secondly, using multiple of the same part to observe the same event can also increase science gain, based on factors such as distance between them - observing a magnetic-field fluctuation with several satellites in various points around Kerbin would give more science than an observation with just one. And finally, there'd be two main types of events: ones that are brief (<5 seconds) and/or unpredictable, and ones that are long (several minutes at least) and/or predictable. The former would generally be things easily observable by automatic instruments, while the latter may often require manual observations. In either case, when an event is logged, the player would be given a notification in some manner, indicating what was observed by what instruments on which craft and allowing the science yield from the data to be gathered. I'd love to see this system in a mod, but sadly, I don't have the skills to make that happen, so I'm kinda just throwing this idea out there to see what people think ^^;
  4. Is it possible for a ksp addon to alter the progression system so that tech tree nodes unlocks by milestones? And will it fix the current super easy science problem? Science is really easy to farm and by the point when you reach minmus you can unlock most of the nececery parts for reaching all of the celestial bodys. However, by changing the progression system somewhat like this : [ reaches milestone (etc Land on the Mun) ] -> [ unlocks node but not reaserched ] -> [ use science to actually get the parts ] it forces you to go out from the kerbin system and explore other planets/muns, and prevent rushing a specific high-end node. Also, it may add a bit of context on R&D a craft without any power gerneration reaches 3+ days on its mission and runs out of power therefore there's a need for power gen tech ( so you have to actually run out of power to get solar pannels ) or you reached dres with conventional engines and you are blocked by a technical wall of rocketery but there's a break through with NERVs using atomic power to yield greater ISP. It would mix well with stock/modified milestone contracts too. tldr; I want an addon that does this : 3 [ reaches milestone (etc Land on the Mun) ] -> [ unlocks node but not reaserched ] -> [ use science to actually get the parts ]
  5. Hello everyone. Following a reddit thread, let me post here some thoughts about the current science system and what I'd love to see in KSP2. Currently, experiments give you science points. Some missions or achievements also give you a small amount of points. You use these points to unlock nodes of a tech tree. Nodes give you parts. Upgrading the RD Building allows you to reach further in the tree. You may (according to your career settings) need money to unlock each different parts. What I like about it. It's a familiar concept in games. It's easy to understand. Fancy parts are harder to get. What I dislike about it. All the experiments are equivalent (1). It encourages grinding science (2). Experiments aren't connected to unlocked technologies (3). (1) Science points are science points, no matter where they come from. (2) I feel like it's a lot of "go that high, go that far, bring thermometer, barometer, goo, come back" (3) I know the temperature of the North Pole of the Mun, my scientists can finally develop supersonic air intakes ! A system that I think would be interesting (I will most likely purchase KSP2 in any case but hey, my pride would be infinite if I can contribute) would be to..... Have missions to unlock technologies or parts. Yeah, revolutionary idea, right ? For instance, launching the first uncontrolled rocket "that high" would unlock basic control. Then the first suborbital flight unlocks higher vacuum ISP engines. The first orbit unlocks basic RCS, while the first rendezvous unlocks docking ports. And so on. You get the idea. EDIT : I think I got misunderstood at some point. I didn't mean that the "missions" or "milestones" would come one after the other in a predetermined sequence. You could have a tree as well. And chose how you want to progress through that tree. My point is just that instead of having science point requirement to unlock technologies or parts, you'd have to do specific stuff, or go to specific places. But not in a specific order. /EDIT Why do I think it would make sense ? Well, right now, you can basically have almost everything unlocked before you send your first interplanetary craft. Not so challenging. So it would be more.... less..... well, I don't know. It just doesn't feel right. But moreover, and especially with colonies and interstellar flight, it makes even more sense. Because... imagine making your first colony and.... you already have unlocked fancy habitat techs. Nah.... The first offworld colony must be a dusty sh*thole. Barely habitable. But from that experience your scientists would learn sustainability. And so on. That being said, a science point system can still be useful to either upgrade parts (cheaper, lighter, harder, whatever-er) or to unlock some better technologies. Like the first Orbit unlocks small RCS. Science points unlocks bigger RCS blocks or increase the ISP, or allows for LFO, ion or other kind of technologies. You've read so far. I'm flattered. What do you think about it ?
  6. I am a few months into KSP and I was not enjoying Career mode. I wanted to explore the Kerbol System in a logical way, but without the extra restrictions of Career mode. Science mode seemed like the answer, if I could do it without having to grind, or to do missions that were more science focused than exploration/progression focused. So here you have my “Logical Progression” Science Mode guide. There is minimal non-destination science or biome hopping, and each mission gets you progressively further into the Kerbol system. Part 1 – Kerbin and it’s Moons Mission 1 – Learn to Science! Mission 2 – Go to Space! Mission 3 – Orbit Kerbin! Mission 4 – Fly by the Mun! Mission 5 – Land a Probe on the Mun! Mission 6 – Land a Kerbal on Minmus! (and Return) Part 2 – Interplanetary Travel To be continued… *Note - This guide does not teach you how to play KSP. Use the in-game tutorials and/or watch Scott Manley videos on YouTube. Mission 1 – Learn to Science! - We don’t have the technology to get to space yet, so we’ll just learn how to science - In the VAB, build a ship with o Mk1 Command Pod o Mystery Goo Containment Unit - Name/Save the ship and Launch - From LaunchPad o Crew Report (1.5) o EVA Report (2.4) o Take Surface Sample (9.0) o Observe Mystery Goo (3.0) - Recover Vessel (Mission 15.9/15.9 Total Science) - In the R&D Facility unlock o Basic Rocketry (5) o Engineering 101 (5) o 5.9 remaining - The liquid fueled engines and decouplers should help get us to space and back Mission 2 – Go to Space! - We should be able to use the liquid fueled engines to escape the atmosphere - In the VAB, build a ship with o Mk1 Command Pod o Mk16 Parachute (Stage 0) o 2x Mystery Goo Containment Unit o 2x 2HOT Thermometer o TD-12 Decoupler (Stage 1) o 5x FL-T100 Fuel Tank o 4x Basic Fin o LV-45 “Swivel” Liquid Fuel Engine (Stage 2) - Name/Save the ship and Launch - Launch! - In Space Near Kerbin o Crew Report (5.0) o EVA Report (8.0) o Observe Mystery Goo (10.0) o Log Temperature (8.0) - Decouple and Parachute down - From wherever you landed (try to save Kerbin’s Water for later missions) o EVA Report (2.4) o Take Surface Sample (9.0) o Observe Mystery Goo (3.0) o Log Temperature (2.4) - Recover Vessel (8.0) (Mission 55.8/61.7 Total Science) - In the R&D Facility unlock o General Rocketry (20) o Stability (18) o Survivability (15) o 8.7 Remaining - Larger fuel tanks and radial decouplers should get us an orbit-worthy ship Mission 3 – Orbit Kerbin! - We don’t have an efficient enough engine to get to the Mun so we’ll settle for high orbit - In the VAB, build a ship with o Mk1 Command Pod o Mk16 Parachute (Stage 0) o 2x Mystery Goo Containment Unit o 2x 2HOT Thermometer o 2x PresMat Barometer o Heat Shield (1.25m) o TD-12 Decoupler (Stage 1) o 5x FL-T200 Fuel Tank o 4x AV-T1 Winglet o LV-45 “Swivel” Liquid Fuel Engine (Stage 2) o 2x TT-38K Radial Decoupler (Stage 2) o 2x RT-10 “Hammer” Solid Fuel Booster (Stage 3) o 2x Aerodynamic Nose Cone - Name/Save the ship and Launch - In Space High Over Kerbin (250KM) o Crew Report (7.5) o EVA Report (12.0) o Observe Mystery Goo (15.0) o Log Pressure Data (18.0) o Log Temperature (12.0) - De-Orbit, Decouple and Parachute down - From wherever you landed, as long as it’s not the same place as before (Water gives more) o EVA Report (2.4) o Take Surface Sample (9.0) o Observe Mystery Goo (3.0) o Log Pressure Data (3.6) o Log Temperature (2.4) - Recover Vessel (10.0) (Mission 94.9/103.6 Total Science) - In the R&D Facility unlock o Advanced Rocketry (45) o Basic Science (45) o 13.6 Remaining - The LV-909 “Terrier” is our ticket to the Mun Mission 4 – Mun Flyby! - Let’s try to get a closer look before trying to land (and some science for a nice probe) - In the VAB, build a ship with o Mk1 Command Pod o Mk16 Parachute (Stage 0) o 2x Mystery Goo Containment Unit o 2x 2HOT Thermometer o 2x PresMat Barometer o SC-9001 Science Jr. o Heat Shield (1.25m) o TD-12 Decoupler (Stage 1) o FL-T400 Fuel Tank o LV-909 “Terrier” Liquid Fuel Engine (Stage 2) o TD-12 Decoupler (Stage 3) o 3x FL-T400 Fuel Tank o 4x AV-T1 Winglet o LV-45 “Swivel” Liquid Fuel Engine (Stage 4) o 2x TT-38K Radial Decoupler (Stage 4) o 2x BACC “Thumper” Solid Fuel Booster (Stage 5) o 2x Aerodynamic Nose Cone - Name/Save the ship and Launch - For an extra challenge, go for a free return trajectory - In Space High Over The Mun o Crew Report (10.0) o EVA Report (16.0) o Observe Materials Bay (50.0) o Observe Mystery Goo (20.0) o Log Pressure Data (24.0) o Log Temperature (16.0) - De-Orbit, Decouple and Parachute down - If you happen to land somewhere new, grab some extra science - Recover Vessel (12.0) (Mission 148.0/161.6 Total Science) - In the R&D Facility unlock o Flight Control (45) o Electrics (90) (26.6 Remaining) - The OKTO, Photovoltic Panels, and Reaction Wheel will be essential to our probes Mission 5 – Land a probe on The Mun! - Time to try a landing…without putting any Kerbals at risk - In the VAB, build a ship with o Probodobodyne OKTO o 4x OX-SAT Photovoltic Panels o 4x Z-100 Rechargeable Battery Pack o Small Inline Reaction Wheel o Communotron 16 o 2x 2HOT Thermometer o 2x PresMat Barometer o SC-9001 Science Jr. o 2x Mystery Goo Containment Unit o FL-T200 Fuel Tank o 4x LT-05 Micro Landing Strut o LV-909 “Terrier” Liquid Fuel Engine (Stage 0) o TD-12 Decoupler (Stage 1) o 4x FL-T400 Fuel Tank o 4x AV-T1 Winglet o LV-45 “Swivel” Liquid Fuel Engine (Stage 2) o 2x TT-38K Radial Decoupler (Stage 4) o 2x BACC “Thumper” Solid Fuel Booster (Stage 5) o 2x Aerodynamic Nose Cone - Name/Save the ship and Launch - In Space Near The Mun o Observe Mystery Goo (12.2) o Log Pressure Data (25.2) o Log Temperature (16.8) - Landed on The Mun o Observe Materials Bay (49.0) o Observe Mystery Goo (16.8) o Log Pressure Data (33.6) o Log Temperature (22.4) - Return to KSC (Mission 176.0/202.6 Total Science) - In the R&D Facility unlock o Fuel Systems (90) o Landing (90) (22.6 Remaining) - The external fuel duct will help us design a return vehicle for a Minmus mission Mission 6 – Land a Kerbal on Minmus! (and Return) - Finally it’s time to go where no Kerbal has gone before - In the VAB, build a ship with o Mk1 Command Pod o Mk16 Parachute (Stage 0) o 2x Mystery Goo Containment Unit o 2x 2HOT Thermometer o 2x PresMat Barometer o Heat Shield (1.25m) o TD-12 Decoupler (Stage 1) o FL-T100 Fuel Tank o LV-909 “Terrier” Liquid Fuel Engine (Stage 2) o TD-12 Decoupler (Stage 3) o SC-9001 Science Jr. o 2x FL-T200 Fuel Tank (Beside the Science Jr.) o 4x Aerodynamic Nose Cone (Top and Bottom) o 2x FTX-2 External Fuel Duct (Fuel tanks to Terrier) o LV-909 “Terrier” Liquid Fuel Engine (Stage 4) o 4x LT-1 Landing Struts o TD-12 Decoupler (Stage 5) o 3x FL-T800 Fuel Tank o 4x AV-T1 Winglet o LV-45 “Swivel” Liquid Fuel Engine (Stage 6) o 4x TT-38K Radial Decoupler (Stage 6) o 4x BACC “Thumper” Solid Fuel Booster (Stage 7) o 4x Aerodynamic Nose Cone - Name/Save the ship and Launch - In Space Near Minmus o EVA Report (32.0) o Observe Mystery Goo (40.0) o Log Pressure Data (48.0) o Log Temperature (32.0) - Landed on Minmus o Crew Report (25.0) o EVA Report (40.0) o Take Surface Sample (150.0) o Observe Materials Bay (125.0) o Observe Mystery Goo (50.0) o Log Pressure Data (60.0) o Log Temperature (40.0) - Retreive Data from the Science Jr. - Decouple and Launch back to Kerbin - De-Orbit, Decouple and Parachute down - If you happen to land somewhere new, grab some extra science - Recover Vessel (37.5) (Mission 679.5/702.1 Total Science) This should be more than enough science to escape Kerbin’s SOI and go interplanetary!
  7. I am brainstorming a way to allow for the maxTemp & skinMaxTemp to be raised incrementally as you progress through a career. Quite a few planet packs use "hazardous oceans", and what these "oceans" do is simulate heat being radiated from the surface or ocean, eventually leading to an explosion or a puff of smoke where a kerbal once stood. What Im hoping to achieve is simple: Upgrade the Astronaut Complex to level 2 and it increases the maxTemp of a kerbal by 400. Upgrade the complex to level three and it will increase the maxTemp by another 400. Anything over 1600 is a bit overkill and unrealistic i feel. Retreating to the vessel to cool down should be required at some point. I was hoping this could be possible with Custom Barn Kit or KRnD but I'm afraid it's not at the moment. @sarbian maybe is this something that could work in Custom Barn Kit?
×
×
  • Create New...