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Devnote Tuesdays: The KSPumpkin Edition


SQUAD

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Is there any chance we can get a slightly more detailed description of these editor gizmos? Specifically, whether keyboard controls will still be provided (I seriously hope so), how the mouse interaction will work (hopefully not very much like manoeuver nodes) and how accurately rotation and translation can be controlled?

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Enjoyed the dev notes- again. Keep it up.

As to Kerbal xp adding bonuses, here's what I'm going to do. I'm going to wait and see what it's like before I loose my mind and start complaining about something I've never experienced before, because it doesn't exist yet. Why cry over milk that hasn't been spilled?

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"Wait and See" is not in the spirit of the forum. the community is here for a multitude of reasons including honest feedback. The Devs are growns ups, and they can take it - as long as we remain polite, clear and passionate.

Now... I'm going to make another martini, and then write up a blog entry encapsulating my views on kerbal experience and training.

Edited by Wallygator
sphelling
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I agree that "wait and see" is a poor choice. The whole point of being here while KSP is a WIP is to engage in the process. People have been posting strident opinions… because they care about the game. Mods can fix broken stuff, so it's not about our personal experience, it's about making a good game "out of the box." That's the way I see it. I like KSP and want it to do well. I think the charm is that it's not a "powerups" type game. I see the scope as a kind of cartoon "rocketpunk" near future thing (or retro-near future, since we should have had moon bases, etc years ago).

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new players don’t feel so lost when starting a new game *cough* and not looking at the tutorials first *cough*

Is there any need for this blame?

Yes. Everytime some user comes around with a question that he wouldn't have if only he had gone through the tutorial, that's annoying like hell. Especially to the person who made the tutorial. Now, people jumping right in without looking at the tutorial is how things go, so said person has to live with it -- but do not demand that he should suffer in silence.

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Checking in with support for the editor improvements... much needed and sounds very exciting.

Checking in with zero support for XP modifying vehicle stats. TWR and ISP stats should not be modifiable by crew. It makes no sense. Sorry.

If you insist on this, please make it toggleable or easily modded out by config file.

Great notes again, guys.

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Crosspost from the Kerbal Experience thread:

"After exhaustive reading and analysis on your feedback to yesterday's devnotes we have decided to not implement the engine modifying perks."

-Maxmaps

Maxmaps clarified that he should have said parts rather than engines.

Was wondering when they would finally accept the communites rejection. I didn't mind the perks being sort of magical but its probably best to not madden the community.

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Good, it was a silly idea anyway. There are some things that can be improved by manning them with an experienced crew. Engines are not among them. I'd rather see science instruments and labs get a boost, mostly, maybe also life support (in the future, IIRC, it's still planned).

That said, this update gets my hype. :) Editor overhaul is something I want. Badly. I've had huge issues building VTOLs because of not being able to place engines quite the way I wanted, resulting in ground clearance issues (and leading to things like ridiculous gull wing designs, or to overtly tall landing gear). Not to mention all the other woes with things not attaching like they're supposed to... Good to see it's all getting fixed. Looks like this update is going to make a lot of "convenience" mods obsolete.

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Great notes, and good on Squad for a prompt response to the community feedback. :)

I'm excited to see how the new editor functions, it sounds like there have been quite a few improvements. The one thing I didn't see mentioned was whether the QEWASD hotkeys will still function as before - it will significantly handicap rocket building if we have to click a button every time instead. Hopefully they're still in there though.

Regarding the Kerbal XP, I think bonus funds/rep/science without physics adjustments is the right way to go. One thing I'd really like to see though is a "badge" system - award Kerbals with badges for their achievements! Orbited the Mun? That's a badge. Been to the surface of Duna? That's a badge. Visited Laythe? That's a badge. It'd be great as a record of where each Kerbal has been, as well as a challenge to try to "max out" the badges by taking your favourite Kerbal on a grand tour! :)

Edited by Kerano
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While reworking the editor, please consider including some of the features from the awesome Editor Extensions Mod

Particularly...

- More levels of symmetry

- Angle snap tuning (1°, 5°, 15°, 30°, 45°, 90°, etc)

- Vertical snap

As for the Kerbal experience system, it would be cool if they could learn different active skills, like placing struts

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While reworking the editor, please consider including some of the features from the awesome Editor Extensions Mod

Particularly...

- More levels of symmetry

- Angle snap tuning (1°, 5°, 15°, 30°, 45°, 90°, etc)

- Vertical snap

I agree that angle snap tuning is important. As it stands, I have a difficult time lining up small angles and sometimes the 5 degree increments are too large. I'm very much looking forward to the assembly building rework.

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It might be a bit too late but I would love to see if Squad will add some tech nodes in the tech-tree and inside these nodes are some part-upgrade options instead of new parts. For engine cases, it can be improving some certain engines' max thrust / isp / gimbal range / maxTemp, etc. but this might need a total new tech-node type as well as a part upgrading system.

Perhaps some sort of KSPUpgradeableField attribute can be made for these engine's properties, it can check the tech-node definition to see what value should be returned, the original value or the upgraded value.

Edited by HoneyFox
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How about instead of Kerbals outright boosting science (or ISP etc), maybe specialisations you can choose like

Scientist - Allows results processed in the lab by this Kerbal to return more science by transmission than normal.

Navigator- Ships piloted by this Kerbal will show an intercept line when a target is selected for rendezvous in the map screen.

EVA Specialist - Kerbal can repair OX and SP type solar panels whilst on EVA in addition to wheels and landing gear

Kerbals can have one (1) specialisation perhaps giving them the applicable spacesuit or perhaps a patch (done like the flag as an overlay)

-----

Plus maybe some fun 'perks' which they can have several of like

Will to live - This Kerbal will automatically bail out of a destroyed pod instead of being KIA when the part is destroyed

Badass - Like the current flag - this Kerbal doesn't flinch in the face of danger

I put my full support into this proposal.

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