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En_Dotter

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Everything posted by En_Dotter

  1. Yup... UI scale scales everything and its worse than half of the screen nav ball and portraits... I dont get how devs can make this kind of an oversight....
  2. Tnx for the update. I havent had enough time to try it "properly", but i must say im having quite an issue with large UI elements. Navball, altimeter and some icons are huge and take a lot of the screen space. Its really hard to fly stuff properly with so much screen taken by huge UI elements. Im hoping for soon fix. It's really annoying.
  3. For quite a few days i tried to think of a "worthy" set of words to post here and i cannot find any... This is... well... how to simply put it... maybe... divine? When i heard of KSP for the 1st time i was hoping to see N-body simulation, but deep in my mind i was sure Squad wouldnt "bother" with it cus its too complex, both conceptually and possibly computationally. Then i found out about this mod (tnx to Scott Manley). Usually ppl say why a certain mod isnt stock, but i would like to ask when is this mod gonna be stock? Keep up the magnificent work and i really hope transition to Unity 5 wont be a big of an issue for you. I didnt read the entire thread (maybe 10 pages or less), and im quite interested in your numerical math series. I regret "losing" a professor that would teach me some numerical math in uni due to some arbitrary internal politics and having the course replaced with something else. But i guess molecular biology students dont suffer much by having that course replaced (except i do...).
  4. A lot of ppl here mix two things - real value and market value. Im not sure if those are the english terms for those 2 things but thats the best i can translate. I believe this game has a real value of at least 200$. Reasons for this value are obvious to me: high quality product, high educational value (i know the game isnt 100% correct representation of rocket science and space but its one of the best (if not the best) interactive educational tool ive ever seen), no micro transactions, repetition in the game is rewarding (if u screw up something you usually learn something and grow the desire to perfect stuff), its not punishing when u fail (im excluding player lol fails: screwing up the staging, forgetting all the equipment, but im talking about unplanned rescue missions and similar situations). On the other hand when it comes to market value i do think the price is ok, but squad isnt EA or Blizzard or some other big companies. That being said i think the price is a bit high. If it were up to me i would make it 20-25$. Again, im not an expert on the subject so this is my unprofessional point of view.
  5. I remember when i was your age... (ksp age that is ) All those "small" achievements made feel so big! When i finally made a 1st stable orbit i just time warped to see how my little rocket flies over the planet and enjoy the light show of kerbin and the sun. Then i wanted more... I wanted to go to the mun. I didnt know how to do it... After a lot of trial and error and hair loss i managed to get captured by the mun. I even had enough fuel to put myself in the collision path to the muns surface! But then i realized that i didnt have enough fuel to land in a survivable way. In time i learned it. My greatest achievement was apollo style landing on duna and coming back - i had a lander on my main rocket that undocked and landed on duna with 2 kerbals and one remained in the orbit. Well i didnt have RCS on the lander because of weight issues so i decided ill just bring the lander close to the main rocket and use my 3rd kerbal to dock using RCS. I just had enough fuel to reach kerbin and do the atmospheric breaking (though in 1.x i would have probably exploded). It was the best feeling ever. Keep up the good work!
  6. I thought i was imagining things but it does seem to be a bit more demanding in the PC. Its not a biggie for my pc and i havent been building large stuff but i feel a bit of a lag every now and then. Any news from the Squad about unity 5? I tested unity 5 myself and physics is way more faster as well as bunch of other stuff (im not an expert programer but i can still see a lot of performance improvements). Not to mention way better collision precision with new PhysX engine they added to Unity 5.
  7. Here is my humble list: Weather - winds should be fun and challenging, rain and snow as well and stuff like that. It doesnt need to be really heavy weather like blizzards to totally make things super hard or make u miss the launch time for some distant object, but just a little bit of it to spice things up. Unmanned exploration and science stuff- rovers being able to sample stuff and send info back to Kerbin, orbital telescopes and special sattelite gear that gets u unique results your kerbals cant get, special labs u can put on planets/moons to do material research as well as chemistry and physic research in the environments other than kerbin (ppl first saw fire in 0g and then started playing with it in labs etc.). Observatories and similar space exploration stuff. Better aerodynamics - if possible better than FAR The most important thing id like to see is switching from unity 3d to something more optimized. Maybe torque 3d? Something else? Just something that can allow me to dock stuff properly and not lag like crazy... Minor things - Already existing markers for runway and launch pad and other buildings so you can plan your landing without the need of using flags and other workouts. Ofc mapping of the celestial bodies. I know most of the things i mentioned is either in some mod or will come as a mod. While i love mods i also know that they can be abandoned or take over by someone else who will do different stuff, but if those were stock stuff then it will be constantly worked on and improved in a much safer environment.
  8. Bloody hell! Your microphone is amazing! It feels like you are really in that lander.
  9. I started playing this game again and i still love it so much. But, there is that ever repeating problem... If you wanna make something in space then you will have a lot of FPS drop problems. Please implement multithreading asap. I dont know how you intend to do a stable multiplayer if you dont make the game use all the available resources current PC-s have (yes im a PC user, but this applies to any other stuff).
  10. Hey all! I am sure this has been suggested already but i couldnt find it ( i read the "already suggested" thread and i tried to search the forums)... My suggestion might not be really important but in some situations i could have used timer trigger system. What is that? Its a countdown timer that executes a predesigned action after it hits zero. Example: 2 stage lander is entering the atmosphere of a planet. One stage is a jet plane and another is a small base that needs to land using parachute. When the stages are decoupled you have 2 options. 1. switch around between the jet and the base and do what you need to do (deploy chute and manually land ur jet) or 2. when decoupling occurs parachute is deployed as well and u keep flying ur jet. First one is complicated if the altitude is low, and 2nd one can sometimes make a disaster (base could hit ur jet cus parachute could create some rotation of the parts etc.; depending on ur orientation). So Timer Trigger System could be assigned to start the countdown timer when you decouple your stages. And, in the provided example, it could deploy parachute after maybe 2s. This could also make it a bit easier to plan your burns. Lets say you need to burn for 10s to reach your desired speed/orbit/whatever. Set the timer to cut the engine after that time has passed. Timers could trigger times as well, so you could make some cool shows in the sky for your own fun or for others to see. Thoughts/critiques?
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