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KSP2 Release Notes
Everything posted by WaveFunctionP
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The ultimate goal is that kspil parts become extensions of the stock power curve and fit within the stock framework even in sandbox to fulfill a niche. It's not there yet, but it's much closer than before. Additionally, another goal is that enough functionality is exposed to allow players tune the parts to fit within other frameworks like RSS/RealFuels or any other variant that a player cares to develop. Noone is saying that other fuel modes and features won't be support in the future, just that the base experience should be balanced against stock and enough extensibility added to allow for players to find the niche they prefer. I am not building MY vision, I am building the "stock vision" and support for "your vision" as well. To do that, I have to clean up what is frankly a mess of code and magic numbers and then to expose the proper functionality to allow players to make their vision happen. Would you like to install isp difficulty slider or RSS and have it just work? Well, that is the future. And while I can't know what fractaluk would have done, I do know that the current code makes such things hard to implement. Probably because I'm not the a very experienced programmer and following fractal's code is difficult as there is very little commenting, but from what I do understand, it is clear to me that there was only ever going to be one kspi. Basicly:
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It could be an install issue. It's hard to say. Transmitters and relays do not need to be pointed in any particular direction. They are just supposed to automagicly send power to receivers that can see them. You should only need to set the power station to transmit mode, and place relays where they are needed. There still needs to be a chain of sight from the power to the vessel for it to function though. I've found that if you place to the relays too low in orbit, the number of relays that can seen by the vessel can lead to some rather discrete availability of power. I am not happy with the current implementation, it is hard to diagnose problems with the information available, and I am not entire sure that that information is always very accurate. It is hard to say what your problem is without seeing your setup.
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I'm sorry that you don't enjoy my version, but I hope you actually played it before making a judgement. However, the upgrades I removed aren't gameplay. They are stat inflation, pure and simple. It's not like the only reason you go up the tech tree is to upgrade, the primary motivation is and has always been to unlock parts. Upgrading isn't all bad, like the quantum vacuum mode or lfo mode for turbojets. And those upgrades will remain for the foreseeable future despite the poor player messaging that upgrades have in the game. I do want to have those upgrades show up as parts in the tech tree or find another solution though.
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Reactors, generator and radiator upgrades were removed. Most of the hidden "numbers just get better" type upgrades were removed. Resource consumption hasn't really been tuned in any particular way. I just focused on functionality for this release. Resources related stuff will come in the next major version. AM should be scaling with size just fine.
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Having something to learn is fun, it is the basis of fun actually. Relaunching your rocket because you forgot to switch the mode on the generator would not be high on the list of things I found fun. Trying to gether he3 by timewarping a farm is not something that I would call fun. Having a reactor capable of producing enormous amounts of power be a paperweight because the game or mod had a hiccup and drained all the power from the vessel during timewarp was not fun. The list goes on an on. I removed extraneous bits to focus the core experience at the heart of interstellar, unconventional and theoretical propulsion technologies inspired by potentially feasible technologies. The numbers in vanilla kspi were just as arbitrary as the numbers in stock kspi. Marketing sold players on the realism angle. Yes, a lot of it based on wikipedia articles, and a lot of extraneous information is calculated within the mod. But after you dig through it a while you begin to see mostly magic numbers, not physical constants. There is no need to use the fine structure constant to calculate the output of a fictional reactor. Just like in Star Trek, my transporter will break when it is convenient, the warp drive will go as slow or fast as the mission (episode) requires, and the sensors will be down when it makes for good entertainment. It's a game. All the numbers are made up. It's science fiction, which will be more or less plausible depending on the needs of the experience.
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1.1 was broken in 24.1. It required a fix. Any module that requires 1.1 should be usable with 1.2 with only minor modification to any dependant code. The module is supposed to work with multiple versions, but it does not right now. I am aware of that overlay mod. I wouldn't be surprised to see it integrated in some fashion. But no promises.