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ImJake

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Everything posted by ImJake

  1. We're running a hype-athon. Don't think about how much hype we need to have by the end. Just focus on getting hyped for this section of the tracks. Thats what my hype coach tells me.
  2. I live and breathe the hype train. I've replaced all names in my bible with hype train. I spend my weekends photoshopping the hype train over the pope's face. I once whispered hype train in a paper bag and mailed to the white house. I've missed the birth of my son because I was to busy screaming about delta-v on the roof of one of the carriages. I named my son Hype Train. I live for the hype train and I'll die for the hype train, and will ride it until the world ends or until KSP is released, which ever comes first. Then I'll respectfully get off the train, play some KSP, and then drop everything in my life when the hype train comes back around for the next update. I am excited for this next update. Hopefully SQUAD will take their time get all the bugs out, make sure everything is balanced, ect. I don't really think they need a .91, .99, whatever you want to call it pre-1.0 community release, as much as I'd like to see it. It will have been about 5 months by the time the update is released.
  3. All this Comic Sans is making me sick
  4. https://themiserablesblog.files.wordpress.com/2013/05/gob-bluth-650x364.png
  5. Fuel Balancing I usually use multiple fuel lines to achieve this, but your way seems nice. Wheel-Brakes and Motors A thousand times yes. This and wing elevon control. Additionally, I think buttons mapped to max break, no break, break throttle up and break throttle down would be useful. I don't know what a good rate for the throttle should be because unlike real breaks, a keyboard is an all or nothing kind of thing. Action-Group-Timer / Connected Actions I like the idea, but personally, I probably wouldn't use it much. Also, good use of OK Go Biomes in Mapview I'm not a fan of having distinct, color coded biomes added to the map. It just doesn't seem that realistic to me (even though theres a hundred other things in this game that aren't realistic). But I think it would kind kill the sense of exploration if you just go through the biomes like a checklist. I do like the idea of adding a 2D map of the planets though and stock SCANsat. Kerbal Professions I'm not entirely sure what the SpareParts would be good for unless parts had a half broken state the way buildings do now. That would actually be really cool, but it would take 4ever for them to model all those new part states. Engineers could also be useful if something like KAS was implemented. But yeah, the other two professions seem kinda underwhelming compared to pilots; maybe they could be merged into one. Communications I agree for the most part. Personally I'd like to see something like RemoteTech and some kind of life support system added so that manned and unmanned have more distinct pros and cons. I'd hold off on adding something like life support until they add deep space refueling. Crew Transfer Yeah, the way it is now bothers me. I'd make it somewhat forgiving, but Kerbals shouldn't be able to fit a radial decoupler or the smallest docking port (does anyone even use those). Also, I want stock clouds! And, I'd like to see procedurally generated cities, towns, roads, farms, ect. and better foliage on Kerbin, but that could come somewhere way in the future for all I care.
  6. I sent too many ships into the sun and therefore don't have enough funds for a HYPEticket. Would someone let me stowaway in their luggage?
  7. Once I strapped some boosters to an asteroid, stuck a command seat on top, and rode the sucker into the sun.
  8. So sentence structure is reversed as well as individual words?
  9. I noticed it being mentioned every once in a while in XKCD comics, so I googled it. I read some of the wiki to try to figure out what it was, then started watching some Scott Manley on the YouTube. Soon after I got the demo and finally bought the game when .22 was released.
  10. Since KSP is not even a completed game yet, I'd be hesitant to hold it up for the comparison of best game. But KSC is something special. It's an education game that is genuinely fun. Also, the size of the team making it compared to what it is is fairly impressive. In terms of gameplay hours, there are few games that I've played as long (Skyrim, AC:Brotherhood). But I don't think its the best game ever. There's way to objectively measure if its the best game, number of sales, ratings, how well it's aged, etc. It's not really the best at any of these. Subjectively speaking, KSP does seem to be the favorite game of a lot of people, so its pretty good at that, finding a special place in peoples hearts. I think the year it finally releases (2015 would be my guess), it'll be the best game of the year, and I think that it will age well, and we'll all have fond memories of it years from now as it inspires other games similar to it.
  11. With the recent mod addition of SP+ (and I like to count internal crew transfer) and future addition of Fine Print as well as a resource system and improved aerodynamics that currently only exist as mods, I figured they could still add more mods. So, what mods, or features similar to those in the mods, would you like to see added to the game before is completed? I’ll start, heres my list. I realize thats its hard comparing something like KSPInterstellar to Docking Port Alignment Indicator, so I’m dividing the mods into a few categories. The Game Play category would add content, which is one thing Squad said they would be doing in the Beta with all the foundations in place. The Quality of Life category is smallish mods that are nice to have. The DLC category would be for mods that are cool and would be a good addition, but you don’t think really fit in original concept of the game or aren't right for everybody. Game Play: Station Science - adds more purpose to stations KAS - gives more things to do in EVA, and it's useful SCANsat - it’s cool and adds more purpose to satellites Quality of Life: Chatter Astronomer’s Visual Pack Kerbal Alarm Clock DLC: TAC Life Support MKS Remote Tech -These three all kinda fit in the theme of colonization and add pros and cons to having manned vs unmanned vehicles (I restricted myself to just three mods per category because I’m sure like most of you, it would be a long list if I put in every mod I wanted. It kinda forces you to prioritize which mods you think really are the best, and it makes a more manageable list for Squad if they actually consider adding any of these.) Below I just copied what they said what they’re going to do in the beta and what they’ve said about adding mods into stock. Beta means we’ll be focusing on creating content, on using the tools we’ve built. It means a different approach to selecting which features go in, since we won’t be constrained by the development constraints of one feature requiring another. Priorities should level out, which means the things we consider important should also match what everyone considers important. Beta essentially means we’ll be working a lot more on stability, usability, performance, balance, aesthetics, all the while still throwing in little and some not-so-little things we hope you will enjoy. Q: I won’t consider KSP complete until Feature X is implemented! A: That’s not a question. However, if you asked everyone which features they would like to see in KSP, you’d get different answers from just about everybody. We all have our wishlist of ideas and features we’d like to see, us devs included. The fact is, we must be very level-headed here with what we want to do, and what we can in fact achieve in the time we have. That’s not to say of course, we aren’t planning to tackle the biggests requests from our community. Just remember that all features are judged in a big-picture perspective, and how it affects the game experience for everyone, and sometimes even what would seem like fun ideas are going to fall outside the scope of the game, or just be plain too much to take on. Time and Manpower are our main limiting resources now, and those must be spent wisely, pursuing the goals that will add the most enjoyment for everyone. Q: Are you going to integrate “Mod X†into the game? (a.k.a. Q:How can I get my mod integrated into stock?) A: This depends on several factors. First of all, we have to ask ourselves: Is this mod doing something we wanted to do ourselves already? Some mods, awesome though they are, aren’t part of what we have planned for KSP, and that’s fine. That’s why we support modding in the first place, but it also means a mod isn’t going to be auto-added just because it’s cool. Second of all, if we do find a mod that does exactly what we wanted to do ourselves, and it’s done well, follows the style of the game, all that stuff, then we get in touch with the author, and we get the conversation rolling from there. There isn’t a system for adding a mod into the game. That said, we very well might find mods that do stuff we wanted to do, and we wouldn’t want to reinvent the wheel if we can avoid it.
  12. So if you're right about when Unity 5 is coming out, it'll more than likely be out before .90.0, do you think they'll proceed as planned then work on Unity or work on a Unity update then go forward with the beta release, or just roll it up in one big update?
  13. Since the Flaininan Pobble Beads are only exchangeable with other Flaininan Pobble Beads, we'll be fine as long as Squad doesn't add other nations or alien species. Otherwise we might have to use the Altairian Dollar.
  14. He screwed up when transferring a station to Jool, and now he and nine others are lost somewhere way out of the sun's SOE.
  15. A big ole space cannon, like in Le Voyage Dans la Lun (1902) Large, deployable (like a parachute) H/He/Ne/Magic balloons would actually be really cool. Maybe there could be a deployable hot-air balloon counterpart thats provides more lift than the sealed gas counterpart, but requires a little fuel to operate. I don't know which is actually better, but I imagine it would be the hot-air balloon provided enough thermal energy was added to the system. I can imagine a base lined with these balloons floating in Jool's upper atmosphere.
  16. Why thank you! By that I mean the some of the recent post by the developers has me a little worried new features will be too simple for the sake of easy usability for everyone. Sure they've misunderstood a little and blown out of proportions, but that doesn't mean I'm not at least a little nervous. I haven't been around long enough to really see the whole development process, but I really like what they've come up with so far. I'm sure what ever Squad comes out with, it will probably be the right choice.
  17. I think people are being too quick to dismiss multiplayer. Afterall, multiplayer was one of the main selling points for me when I bought Minecraft. Maps in Minecraft are ridiculously big (about as wide as the diameter of Jupiter if I remember correctly), but my friends are usually relatively close to me. Thats because we choose to be near each other. I'm sure the same would apply to KSP, despite the size of the solar system. In the very least, we could at least directly see what each other are working on and have an easy way to chat with each other (hopefully there's voice support, and a view that shows their screen). You just have to make some kind of effort to interact; we do it all the time when docking. The issue with time wrap doesn't really seem like a problem. Friends can use time warp as freely as they want, and then you catch up to the future when you're ready. The only issue would be when in situations where a friend docks to an object in the future, and you dock to the same object in the past on the same port. Squad could make a "Paradox Block" to prevent you from time warping or interacting with the object in these situations. Or, they could have the past take priority, and his ship is destroyed when you sync in the future, which would be funny with friends but annoying as anything with strangers. It will be interesting to see what kinds of new parts and mechanics they add specifically tailored to multiplayer, especially in career mode. For those who complain that they will have no one to play with, play with each other; find others from the forums. Who better to play with than with some of the most passionate about this game. I do have IRL friends who play this, so I'm pretty excited to play with them. With the addition of multiplayer, the most pointless and random things become fun. Whats the point of seeing who can do the most backflips in a rover on Minmus, or who can fly around Kerbin the fastest, or EVA into Gilly's orbit from opposite sides of the moon for the most epic high-five ever? None, but it would sure as heck be fun. I am pretty upset about the further delays of resources though. I actually really liked the earlier concepts for resource mining. Currently, science gives you a reason to go to new places, but not stick around. One of the major arguments for resources is that it would give purpose to bases, and the counter argument is there are better ways to do that. My response is why not have both; mining and processing resources should be one of the several reasons to set up long term bases, and it would allow them to remain independent. Comparing this to Minecraft again, there are a dozen or so ways to obtain food in that game. Once I built my fully automatic melon tower, there was no real reason to develop other ways of obtaining food. But I did it anyways, because why not; it's a sandbox game, and the more options I have and things there are to do, the better. The same concept should apply to KSP. Mining resources could be one of many ways to get science, currency, contracts, or more fuel. You could always fly a fuel tanker out to where more fuel is needed (but I kinda hate doing that). Would being able to refuel onsite be over powered? The atomic engine is the best way to get to other planets, but does that make it op? I just think the rewards should be proportional to how complicated it is to obtain them, which hopefully isn't easy and small. Maybe with with resources and multiplayer, maybe they could add harmless dirt or lethal processed metal projectiles you could shoot at targets, each other, ect. (I know, no weapons, but it would fun. This would actually be better suited for a mod. I'm sorry I suggested it.) As someone who joined after .22 was released, I really appreciated how career mode and the tech tree were set up. It gave me a way to to learn the parts and mechanics with out overwhelmingly giving me every part at once. So I'm not opposed to catering to new players, but thats not a reason for lazy development or to dumb down the game. The career mode provides a pretty good learning curve. If I were the dev's, I wouldn't worry too much about making it easy for new players, it's pretty good now and eventually, they'll master the ropes. This isn't the completed game, eventually they will have to add more complex features if they hope to retain played interest. It would be nice for updates more aimed at veteran players mixed in with the ones for noobs though, and I wouldn't consider myself a veteran by any means. This is a space simulator, but its also an open sandbox GAME. I love the realism thats put into this game. But realism should not be put in the way of fun gameplay, and they seem to be doing that pretty well. As somebody earlier said, if the game were too realistic, we wouldn't be able to send manned missions outside Kerbin's gravity. I'd like to think this game shows us where we could be in 50 to 100 years. To those who say this game should be nothing more than launching rockets, simply ignore any additional "unnecessary features" they add and play how you want to. Keep suggesting things that would make the game fun to you, because at the core, KSP is essentially about trial and error and launching rockets. But don't prevent potentially fun content for others just because you don't want it.
  18. I wish there were tags assigned to each parts, and the ability to add your own custom tags. This way you could search for the part you need at your leisure.
  19. Turanos A desert planet with a thin CO2 atmosphere, slightly larger than Mün, in between the orbits of Kerbin and Eve. It is scared with intricate tranches that stretch across the planet. Each one is 100m to 2km wide and 2km to 6km deep, with the occasional eroded, sandy bank leading up the sides of the cliffs. Natural bridges often can be found between narrow parts of the trenches. At the bottom of the trenches are dried up river beds. The trenches lead to a large, deep crater that covers a fourth of the planets surface. The crater is filled with lush jungle and exotic crystal formations, and the little water that remains on the planet gathers here. Large sand dunes and differing cliff heights make perfect jumps for rovers and the trenches are great for driving through. Dotting the planet are lone mountains with sparse alpine foliage beginning about a third of the way up the mountains, forming micro biomes around the planet. The large crater on Turanos was from an ancient cataclysmic impact on what used to be an ocean. Chunks of the planet were torn off and formed two moons, Darby and Yubea. They are roughly the same size, both of which are a little smaller than Gilly. They share the same orbit, but are on opposite sides of the planet. Darby Formed from Turanos' crust and ocean, and parts of the dense meteor that struck the planet. It developed quickly, and sloppily, leaving large pockets of water beneath the surface. Over time, the under ground lakes evaporated and the ground above them collapsed, creating the numerous sink holes that cover its surface. Yubea Formed out parts of the meteor and the core of Turanos from the impact. The extreme temperature and pressure from impact caused large parts of the core to crystallize, and as a result, significant portions or Yubea's surface are made of the same crystal formations that can be found in the crater.
  20. Since there are already hatches on the inside/outside of several parts, it seems like it wouldn't be too hard to integrate IVA crew transfer. But, since controlled 3D movement (1st or 3rd) between modules seems kinda complicated, an easy method of navigating complex interior structures would be like google maps street view, or the game Myst. In IVA, you click the existing hatch to transfer to the next room. Parts like this battery http://wiki.kerbalspaceprogram.com/w/images/f/fb/Z-4K.png wouldn't need to have artwork or complex coding or meshes (I cant do any of that stuff) for its internals to be made since there's nothing to do in it and it would be unreasonable to make a stop in a compartment that size, so it would be skipped. For parts like the multi port connector http://wiki.kerbalspaceprogram.com/w/images/8/86/Rockomax_Hubmax_Multi-Point_Connector_big.png where there are multiple ways you can go, a small menu would pop up with your options; you click which room you want to go in, and skip the multi connector. Rooms can be renamed the same way the overall ship can for easier navigation. If you click on a hatch and the part on the other side can't be passed through, an error message would pop up explaining why you're being dumb. If you click on a hatch and it leads to outside the ship/station/ect. you are put in EVA mode. Crew capacity wouldn't matter (to a reasonable extent), but everyone would need to be seated before the ship can move or make adjustments to its position. With this system of navigation, only one room would ever needed to rendered at once, because it would be assumed that you closed the hatch behind you. Also, I'm a big fan of the OP's third method, and I'm hoping it gets implemented within the next few updates.
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