Jump to content

Grinser

Members
  • Posts

    7
  • Joined

  • Last visited

Everything posted by Grinser

  1. Hi everyone! I really loved KSP when I got a year ago. I stopped playing when I got to Minmus and everything further just looked like a linear progression of more parts, more docking, more fuel and more time acceleration to me. Which is boring to me. Why would I invest 100 times the effort just to go somewhere for science I don't need? Anyway I've played 0.9 now. Several things are obvious to me, good and bad: the good I do like the additional progression options. Upgrading your different buildings seems like a really nice addition. I think the skill system is a sweet idea. This is rather short because I mostly like the potential these systems offer. Balancing is still off by a long shot but it's easier to tweak numbers than comming up with whole new game systems. the things I don't like: I started on normal and find it super hard. - No maneuver nodes is a really hard limitation. I saw some pages earlier that "You just have to learn the basic rocketry formulas." and "Just burn prograde when the moon rises." and I feel justified to ask, is this even still a game? Is KSP a flight sim now? I mean yeah, learning about space and rocketry is cool but having to learn it as a basic requirement just seems off to me. Also, it's not like the guys at ...Space Agency didn't plan their missions. I'm sure that a lot of calculations and course plotting went into each and every single mission ever. KSP currently offers nothing like that. Right now I feel like the target audience is supposed to be people who know the formulas and plotting software already and just play KSP because their new kernel is compiling or their new drone parts haven't arrived yet. Which is fine btw. I just feel left out. It's not a learning curve I'd take on if I wanted to have fun anymore. - There is a very hard mismatch between the contracts you get and the parts you have available. I'm supposed to get someone to survey kerbin but have to do it with rockets instead of planes because... they're in the third (proper) science tier? How am I supposed to rendevous with a lost Kerbal without maneuver planning or at least target setting so I can measure my relative velocity? Imo you have to rethink the unlock progression, right now it makes no sense to me. There is also the fact that often you need to progress somewhere for a single part only very far down the unlock tree. It makes sense to have a progression for fueltanks, engines, science equipment etc. but why are docking ports, fuel transfer lines, and basic wings so hard to get? Or just wheels? The contracts don't make sense in some cases. The easy ones are just not worth the investment anymore. If you can only take two contracts and your rocket costs 4000 or 5000 monies already, you're not going to take the one that gives you 2000 total. Also somehow "splashed down" is somehow still a location to reach? It is it's own challenge to build ships in flight sim that destroys parts that fully submerge but I feel like that's something that could be left to sandbox mode. It certainly doesn't make sense for a space agency. - the building upgrade limitations don't make much sense Why is the mission control building limiting contract amount but not scope? Why is the tracking center limiting my math and not my... well... tracking? Upgrades could just scale down errors and make better estimates possible instead of unlocking the abillity to make any estimates at all. The R&D lab should modify how effectively you can use certain experiments, not put a hard limit on how much science I can get or spend. If I get my 1000 science by going everywhere on kerbin by foot with a thermometer, that should be my decision, as opposed to deducting a comets composition by looking at it's trail or something else you'd actually need a lab for. things that disappoint: The new build options aren't really that great. There are still lots of assumptions being made when building that I can't turn off or modify, namely how parts inherit their orientations. The offset option seems to have fairly large tolerances. The new part filters display empty filter categories for some reason. There are new biomes or so I've heard but still no option to scout them out before making a manned mission. I really want an observatory or at least a camera science module so I can send satellites to take pictures first. Also a color overlay for planets so I can see where I already got science from and where I'm still not all knowing. So basically I expected something like what you already showed in the and it's not there.In closing I like the progress but progress in one area shows flaws in others. I feel like the good outweighs the bad fairly evenly. I'll certainly play around with this update for a while.
  2. Dear ferram4, I tried your mod after having problems dealing with some stuff. It's interesting but not really worth dealing with BS like ModStatistics. I'll uninstall it now, your mod and hopefully ModStatistics, because I don't want to deal with it. No I don't trust a stranger from the internet that says I opt out when I type "No" or in this case "stoptracking=true" into some config file. You could have asked nicely and I would have given you my opinion and feedback, this way only earns you a slightly angry and very annoyed forum post.
  3. I don't have Matlab. It's expensive. Could this theoretically work with Octave?
  4. Hi all I recently bought KSP and am enjoying it a lot. However with the hunt for science from different biomes I have found that it is very hard to see what you have and haven't collected. I know that there is a list for certain biomes and planets and the kind of encounter in the science archive but it's not really that helpfull to find locations you haven't been at yet. What I'd really like to have is a biome mapping onto the surface of celestial body, be it in map mode or flight mode so I can see where to land. It would be awesome if those biome borders were maybe detectable from space with a camera for science or something like it. And then having a checklist of possible things to do in that biome. It doesn't have to be automated but some improved tool to keep track of what you've done is needed imo. Even though I can do an EVA in orbit to check the biome, then go the science archive and check for the biome and then decelerate very fast to land exactly below where I did the EVA is a functional hack, I'd rather have a map with crosses or something where I've been already. I have found the mapping mod and even though I like the idea very much I don't think that should be separate (optional) from (for) the game. Thanks for reading and what do you think?
×
×
  • Create New...