Jump to content

klgraham1013

Members
  • Posts

    4,255
  • Joined

  • Last visited

Everything posted by klgraham1013

  1. Confirmed: Kerbal Seafaring Program.
  2. I'm reminded of the last secret feature and the mixed feelings on that when it was finally shown. Can I guess deformable terrain? --- Seriously, though. I like the volcanoes idea.
  3. Maybe KSP just isn't for you. Really, at the moment it's not for me either. We both rely on mods to create a game we want to play. In your case, you've installed mods to make it easier. In mine, to make it something "reasonably realistic." At this point, I don't even want to use the "R" word anymore. It holds so much baggage at this point. I just hope KSP 0.90 doesn't become Counterstrike 1.6. The last KSP that was FAR capable. The last bastion for gamers who craved "semi-realism" but, instead, got Banjo-Kazooie: Nuts and Bolts. the melodrama is real
  4. When I was in High School. Skipped homework to work on games. Maybe not the best choice I ever made. Did some work on BBS games. Made an RPG for myself and my friends. Did a few little action games. This was all 2D, simple stuff, though.
  5. I programmed in the 90s. I know things have changed a lot since, but I'll help as I can. I think walking is fine for now.
  6. For now, I think keeping it simple is the best option. --- More can be added later if Wabbit can get the basics going. :fingers-crossed:
  7. At this point, I've logged so many hours that the price has disappeared into the ether of the black.
  8. Imagine the game still giving random movement commands after entering a vehicle. You know what they say: " When the rockets a rockin' "
  9. My thoughts reading up to here. The "it's a game" comments seem really lazy. Anyway. I'll finish the thread now. --- I really like the alternate idea. Seems a good compromise.
  10. A generator that runs on LF sounds interesting. I may find a random part I'm not using and rig myself up one with Module Manager.
  11. Confirmed: No one is actually reading the thread. ...I take that back. Maybe you read the thread and are just stating your concerns. I'd just like to point out, I've addressed all your concerns already. - - - Updated - - - This is basically it. This actually sounds very doable.
  12. Squad hiring 100 for AI? Even 10 seems like a lot for what I'm thinking. This is how I see it working: At random intervals walk forward. Each interval would have a chance of walking in a different direction. The Kerbal would be restricted to a radius around the activation point. The Kerbal has no awareness of his surrounding. If you tell him to "chill out" next to a cliff, that's your fault. The Lego Mindstorm toys I had in the 90s could be programmed to do this. NPCs had similar code in early 90s video games. Games with small teams just like Squad. Maybe smaller. I think the development time for this is being highly exaggerated. At least for the AI I'm thinking of. I'm not asking for this in 0.91. I just think it would be a fun idea for 0.99. Something to make Kerbals more real. Also, I've been playing with Texture Replacer for some time now. I sometimes forget Kerbals are clones until I watch a streamer who doesn't use the mod.
  13. It's like no one is reading the thread. I have proposed many times that it would be a toggle, and various ways to keep the Kerbals from doing something stupid.
  14. Statement is invalid. If it wasn't for mods, I probably wouldn't still be playing.
  15. Hopeful we'll get those as well when stock fairings are introduced. I, also, see no reason to not have some inline cargo bays for rockets.
  16. I think making this idea to big is what's tripping people up. Keeping it simple is best. Kerbals shouldn't fly around the Mun with their jetpack. I don't even think they should be going EVA in space. For me, this idea is about making ground bases feel more alive. - - - Updated - - - That's awesome! I just edited it, reloaded, and already a comment! I actually haven't left the page at all! You are fast, good sir! I hope my grammar isn't so bad that someone thinks English isn't my first language.
  17. Again, I think it should be a toggle. Also, the Kerbals would wander in a general radius from where the command was issued. As far as back ground processing, that's not really necessary, is it? The whole point of this is so the Kerbals are more alive when you're looking at them. It doesn't really matter once you're gone. I imagine the game would place a, sort of, marker when "chill out" is toggled. The Kerbal would wander with in, say, a ten meter radius from this marker. When you leave physics range, the game has no need to remember the Kerbals exact last location. It only needs to know where that marker is. The Kerbal will, basically, reset when you re-enter back into physics range.
  18. Yeah. This is now a mandatory install. A restore defaults button might be in order, though. I might even start digging in and see if I can't make some custom filters.
  19. I've wanted this for so long. The artificial easter eggs just don't do it for me. Give me an Eve waterfall and I'll be happy.
×
×
  • Create New...