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klgraham1013

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Everything posted by klgraham1013

  1. The easiest solution may be something like persistent trails. By having the player define the path a Kerbal will walk, it would eliminate any unforeseen hazards a Kerbal may come across. Though, I don't really like this solution. I like the idea of Kerbals having a "mind of their own" and being able to wonder around a small radius without player intervention.
  2. Turns out the KSC landscapers are better at their job then whoever they got to do the runway.
  3. The biggest problem is routing AI. Having a Kerbal walk around is probably not to much of an issue. It's having them not walk into dangerous situations, or if we want them to do things like repair broken wheels and the like.
  4. You're overreaching. Nice try though. - - - Updated - - - How is Squad better qualified? This is Harvesters first game, yes? Is he not allowed to learn, to grow as a developer? Is by merely having the profession the only way to be qualified to comment on the said profession? Do football commentators need to have played the game professionally to be able to commentate it? - - - Updated - - - You're acting as though realism advocates have a one track mind. That we don't understand realism must, at a point, be limited for the game to remain fun. We could just as easily turn it around back on you, but I'm getting kind of tired of this topic.
  5. It almost seems as though you're saying, you're not sure your qualified on the matter, so whatever Squad does is fine. I'm not completely against this, except, then you seem to be criticizing people for having an opinion on the matter. Which we are allowed to have, and expressing that said opinion can be valuable criticism for Squad to consider.
  6. I hate this retort so much. I started playing because it was the first time I'd heard of a game attempting to simulate orbital mechanics. The little green men and lighthearted feel made the crashes and death less horrendous and generally tolerable. At the games core, though, it was about building ships capable of reaching space and beyond in a realistic manner.
  7. Perhaps when a Kerbal is chillin', they'll gain a bit of science for their effort. Scientist getting a bit more. If preventative maintenance is every added, a chillin' engineer would bring your equipment back up to speed.
  8. Yes, and Ferram did it in his free time, for no money, while working another job for 40 hours a week. Sorry if I except more from people who are getting paid for said work and don't also have a second job on top of that. Ferram also has said he would help if they asked him to.
  9. That's why we suggested the "Chill Out" button. The player activates it.
  10. I think it's a fun idea, but understand both your points.
  11. I think the best option is a "chill out" button in the right click menu. This would prevent Kerbals from killing themselves by walking around in dangerous areas. It would still give players some agency in the matter. "Stay put Bill. You're on the edge of a cliff." They would, of course, have an invisible tether to their parent ship. I like the idea of having them walk around, casually talking to other Kerbals who are "chilling out." Maybe some of those forgotten animations can finally be used. - - - Updated - - - I think a key to this feature is simplicity. Adding new traits may be beyond the scope of what would actually be needed to add more life to Kerbal-kind.
  12. The button for this should totally be called "chill out".
  13. It may be interesting to set them on "free will", in which they would occasionally wander from there parent craft. It would add some life to those bases I've established.
  14. Nice. Did not know that. Well, if the above is correct in real life. I don't see why it's a problem for NEAR to mimic it. ...and now Ferram (the almighty) has me questioning the validity of your statement. The world has gone all topsy turvy.
  15. Ladders are often used to climb up and over onto something in real life. Glad KSP in getting this feature.
  16. I pre-assemble everything. Just made a C-7 to take an expedition to the north pole. The PackRat fit's quite nicely in the new Mk3 parts.
  17. Thumbs up to these. I'm already using Texture Replacer to give classes unique uniforms and it's great for immersion.
  18. With a general knowledge of how planes fly, you can use FAR and never touch the "spreadsheet" component of it. I just made a C-7 without looking at FAR's internal numbers, and it flew straight away. I've already noticed some flaws in the design and will tweak it, possibly with the help of FAR's instrumentation, but that instrumentation is not exactly necessary. - - - Updated - - - I'm confused. Isn't this how you launch a rocket? I mean, I keep SAS on. Otherwise, it's spot on. Launch straight up. Lean over. Keep a general eye on things tell you get where you're going.
  19. I play FIFA because I will never be a footballer in real life. I expect a decent amount of realism in that simulation, because I will never have that realism in my real, everyday life. Games can provide a means to experience a realism that our everyday circumstance can not provide. I will never lead a nation. I play Civilization V. I will never be a rocket engineer. I will never be an astronaut. I will never explorer the solar system. I play KSP.
  20. "...there are many people on the forum that like realism in the aerodynamics engine and find it more fun." Corrected that for you. The original wording made it sound like we really don't like realism, but were coerced into thinking we do. I'm sure that's not what you really meant. That would be silly.
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