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Everything posted by Frank_G
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I love pancakes, but when it comes to rockets, they could not be straight forward enough. But i also agree with Gargamel... Asparagus staged rockets could look nice and streamlined as well.
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How to make Kerbals awesomer.
Frank_G replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
Yes, but those are things that should make it into stock KSP as they mostly will add and fit in with the basic feel and gameplay. In some case i dont understand modders, as they rush forward with things, like there is no tomorrow... With things that will get implemented for sure. Better to take a deep breath sometimes, instead of run run run. -
How to make Kerbals awesomer.
Frank_G replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
YES YES YES... awesome work man -
Planetary bases and construction fasclities would be nice, but i think that goes not the way SQUAD has in mind. I would love it, but dont expect to see in later versions.
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I have a set of launch stages, sorted by lift-capacity. After selecting the one i want, i only adjust fuel levels to launch most efficient. However i love to redesign stuff and upgrade my presets with more efficient ones from time to time. I play KSP for four months now and i bet there will be lots of optimization runs as my skills and the game content improves. What a great game.
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What do YOU want to see in 0.24?
Frank_G replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
I second this... The no science part keeps me away from playing sandboxed games... and i would like to see the science building open too... it would be ok, if the tech tree remains locked in sandbox as it makes no sense there, but the experiment reports should be accessible as well. -
Idea: Personal heatshield
Frank_G replied to MedwedianPresident's topic in KSP1 Suggestions & Development Discussion
It can be built with stock parts... 1 rcs thruster, 1 small tank, 1 stage adapter and a ladder... Works like a charm... Oh... And a radial chute if you care about landing... Works better with real chute mod due to lower g-forces during chute deployment and smaller parts. -
The Claw and Fuel Transfer
Frank_G replied to SofusRud's topic in KSP1 Suggestions & Development Discussion
Thank you! I'll really like to try out and play around with all those new features that are coming up. And i dont see any need to argue before that. -
So... about resources.
Frank_G replied to DoctorCruz's topic in KSP1 Suggestions & Development Discussion
Totally true. If revisited, there has to go a lot of thought into it, to make something not boring. But i like the scanning for example, as you must fly a mission prior to the main one, to get the readings and good possible LZs. ScanSat, Remote Tech and Kethane make the use of unkerbaled satellite missions a lot more rewarding than just reaching a specific orbit and click on the science thingies. -
So... about resources.
Frank_G replied to DoctorCruz's topic in KSP1 Suggestions & Development Discussion
Personally i like the kethane mod for example a lot. It totally makes sense when planning a long term space mission. Taking a view on actual space missions however would make this only look not right. If this is revisited (and yes, i would like that) then it should be kept to one or two resources at max. Otherwise i totally share the devs opinion, that this would make the game grindy. The kethane mod offers nice possibilities without exploding the part count (neither in the editor nor on your actual crafts). If you haven´t tried, Doctor Cruz... do it! -
That would ruin the consistency in the simulation... it must be a system, that will not switch from mode a to b in an uncontrolled way. It wont help you anything, if the vessel you are piloting would suddenly react totally different to your inputs while the game speeds up by an unknown factor. BOOM would be the certain result, and silly flighpaths, and and and... To get somewhat like this feeling right, is very a delicate task that already from the start could not being solved without compromises. Maybe this will be more achievable, after having a look at the new upcoming joint behaviors in .24.
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I guess the first step will be crashing into asteroids...
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How to make having multiple crew useful?
Frank_G replied to CaptRobau's topic in KSP1 Suggestions & Development Discussion
Well, in this case, you dont do anything quicker... only the wait time of the player is shorter. This is not what is intended here. I am talking of efficient use of mission time... keep your experiment timeline short, so one orbit will do, so you wont miss that perfect return window f.e.... I guess this will be a great factor, when career mode will implement time critical missions. Regardless of that... i find it much more satisfying, doing missions elegantly and efficient. Its just that small extra reward an open game like this will have to offer. -
Nice idea Emu, and an excellent solution John. I was just thinking about landing a service platform for my SSTO at my Duna base. Very inspiring.
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How to make having multiple crew useful?
Frank_G replied to CaptRobau's topic in KSP1 Suggestions & Development Discussion
We are totally in line here. I´d be happy to see such a system in a future version of KSP. And yes, the mission should not fail by losing a kerbal due to lack of the remaining crews skill. -
How to make having multiple crew useful?
Frank_G replied to CaptRobau's topic in KSP1 Suggestions & Development Discussion
And Kerbart... thank you Thats the way not only KSP but games should be PLAYED. -
How to make having multiple crew useful?
Frank_G replied to CaptRobau's topic in KSP1 Suggestions & Development Discussion
I did not mean skills, i mean jobs... 1 kerbal can repair stuff, 1 kerbal can fly the ship and 3 kerbals are scientists... So you need at least 3 of them... one who has the skill to pilot that insane thingie, one that keeps it running and at least one that can do SCIENCE... losing the mechanic and 2 landing legs would be catastrophic, losing the scientists would result in... well no science and losing the pilot... go get a rescue mission up. And as mentioned above... when the tasks you assign your kerbals to need time to be executed, having more crew will of course speed up the mission. -
Because it is MYSTERY goo... And that it will remain, regardless of where a kerbal exposes it to whatever... I find nothing offending or morally wrong in that. And hey... The goo likes to be in strange environments.
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How to make having multiple crew useful?
Frank_G replied to CaptRobau's topic in KSP1 Suggestions & Development Discussion
I totally agree that this has to be added to the stock game. There are several threads here, discussing roles for kerbals f.e. scientists, technicians, pilots and so on. Also making science experiments lasting specific time periods could add a lot of sense and use to multi kerbal crewed missions. Edit: also more kerbals could be more effective, so a crew of 3 could generate more science than a single kerbal and so on. -
Optimizing too early kills every project. Graphics can be optimized when there is a clear look on what will make it into the final gameplay. Currently there isnt even a clear graphical style established... Far too early for optimizations.
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.24 update,NASA pack, content and my questions
Frank_G replied to MKI's topic in KSP1 Suggestions & Development Discussion
I second this, but there is time for, when gameplay has been fully established. But I am also really curious, what .24 and ARM will deliver visually.