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Squadcast Summary (2015-02-28) - Insert-Witty-Edition-Title-Here Edition


BudgetHedgehog

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Yeah I mean I hear you. I only accept the part test and do science at x contracts if Im using that part or going to x anyway, and I only accept satellite contracts for things like geosync and useful seeming trajectories. It's a playstyle thing. I get the philosophical aversion to the game adding things you didn't, especially when it comes to the role-playing thing of being the first to duna or whatever. I don't feel like I could outright tell people they shouldn't have access to contracts I just happen to not like though necessarily.

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Multiplayer: still very much in development, but is a looooooong endeavour. Like, to make it is fairly easy. But to make it stable and easily playable will take a long time. "Just give us time, guys", mmk? They just ask for your patience :) A few updates are in the way before we get to MP.

To expand on this slightly, Squad are not buying an external networking/multiplayer solution, but are coding their own (at present).

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I kinda think the testing contracts should be like: "Here's an engine we made, but we dont know its full specs. Go out, test it and give us the numbers."

I know its ridiculous not to know all that stuff while designing it, but would make some more sense than just clicking the space button on the runway. Maybe it could be somehow coupled with crew reports like "The engine seems to give weird vibrations when at full throttle."

E: also if Dang it! was stock they would flame out, overthrust and such more when just brought from R&D.

E2: about the rescue contracts... Yeah... Those should be more like reminders that you are running low on oxygen and food on one of your stations or bases, or kerbals low on jetpack fuel floating away from a station because that line holding him wasnt double-checked.

Edited by Veeltch
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I kinda think the testing contracts should be like: "Here's an engine we made, but we dont know its full specs. Go out, test it and give us the numbers."

I know its ridiculous not to know all that stuff while designing it, but would make some more sense than just clicking the space button on the runway. Maybe it could be somehow coupled with crew reports like "The engine seems to give weird vibrations when at full throttle."

I feel like this is, again, explaining a bad idea. I'm fine with part testing if it's related to the function of the part, but trying to explain away strange contracts is just avoiding the issue.

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I feel like this is, again, explaining a bad idea. I'm fine with part testing if it's related to the function of the part, but trying to explain away strange contracts is just avoiding the issue.

Im not trying to explain them. Just trying to come up with something that would make more sense without the need of taking away parts of the game. This stuff can happen in real life. Its just that some contracts in KSP are very poorly executed (not sure if thats the word Im looking fo).

Srry for editing my previous post. I do that a lot. Its a bad habit, I know.

E: what I mean here is that they shouldnt be completely removed from the game but IMPROVED a lot and rewritten.

Edited by Veeltch
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