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klgraham1013

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Everything posted by klgraham1013

  1. Reading. It's fundamental! - - - Updated - - - Darn it. Fixed. - - - Updated - - - Yeah. I meant the default brakes action group.
  2. So, I built this guy totally stock... ...and the brakes won't brake. I did mess with brake torque, but set it to max when the brakes weren't working. I made sure the brakes were in the proper action group. I did a clean install of KSP with no mods. Still no good. The brakes will occasionally lock when at a complete stop, but not always. Have I gone mad? Kerbal X link I bet it's something crazy simple that I'm overlooking. edit: Grammar is hard.
  3. I was going to use more snark, but this is probably the better answer.
  4. This seems to be a common rebuttal recently. It is possible to play the game and find time to post on the forum. I mean, turn that phrasing around. You could just as easily say the people who love the game the most are the ones who make time to post on a forum.
  5. You can not grade KSP on it's sandbox alone. It provides other modes which must be graded on their merits as well. You're reviewing the whole product, not just the best piece of it.
  6. Firstly, a lack of time-based mechanics very much hurts this style of game. That's as much as I'll say about that. Disclaimer: What comes is my opinion that career mode should start as a guided tutorial and open into a free-form, player-guided experience. Career mode being the default, this is the first thing most new players will see. I seriously doubt most will even touch the tutorials. They're over-rot and separate from the main game experience. This brings me to my first point. Contracts are a perfect method of slowly introducing the mechanics to new players. Contracts could teach players fundamentals over time, rather than the current info dump that is the tutorials as they are now. This being the case, beginning contracts need to guide the player; teaching them good habits based around part testing and world records. Part testing, as it is now, only teaches bad habits and not what the part should actually be used for. Players should not have to deny contracts because their current situation makes them illogical or impossible. The excuse that you can just deny poor contracts is not good design. The tech tree should also accommodate this. As new nodes are unlocked, new, appropriate contracts will be introduced. Technology needs to accommodate the players needs. Basic solar panels should be unlocked before Mun missions. Ladders need to be accessible once the player can build a functional jet / lander / rover / rudimentary architecture. No part should be available before certain counter parts. 2.5m decouplers, engines, or pods should never be available before 2.5m tanks. In an attempt to slowly teach the player. Not every building needs to be accessible from the start. Strategies can wait tell players are comfortable with contracts. Speaking of buildings. Let's talk upgrades. The game should not be harder at the start. By locking conics and maneuvers behind upgrades, you are insuring that early career is several times harder for new players and only truly passable by experienced players. The difficulty of career should come from trying to get to the next planet, not artificial barriers. So, that's some of my thinking. There's more, but, honestly, I've seen so many good ideas on this forum with little improvement to the actual career mode. It's hard to feel it's worth typing it all out.
  7. Sure. Give me some time to put it together, though.
  8. I'm actually not a fan of breaking game reviews into categories. I believe the whole can be better than it's parts. Review scores should be a simple way of distilling a reviewers thoughts. There's no reason this couldn't be the case, but after decades of the 7 to 10 scale, reviewers have marginalized any real meaning behind numbered scores. 5/10 should be an average score. Not good. Not bad. Just middle of the road. Instead, many consider 7/10 to be bad, which only harms the idea of the scale.
  9. I, personally, am not bitter that I was wrong about 1.0 reviews. My irritation comes in that reviewers seem to be ignoring many of the flaws in career mode.
  10. It's like I'm playing a different game than all these reviewers. What really scares me is that Squad will take this as confirmation that the forum's complaints were unjustified; that they knew what they were doing all along. I've listed my grievances with the game before and don't care to again. At least Squad have created a wonderful backbone upon which mods can make a great game.
  11. Don't panic. It's not your fault. The game doesn't really explain this. I suggest watching the Scott Manley video above.
  12. There are Mk3 LF only tanks with large capacities.
  13. I've seen this on a few streams. Kerbals are made of tough stuff. Not sure if I like the change.
  14. Visually, I like the design. Just work on matching the stock color and closing off the edges of the models. I like the color change when throttling. Not bad overall. A little spit and polish and you could have something here!
  15. I've intentionally tried to tone down the snark recently. Sometimes I take this stuff way to seriously. I'll also add that ignoring the past gets you nowhere. That being said, people asking for apologies from Squad and the like... That's a bit much.
  16. I've been a fan of Giant Bomb for a long time. They've looked at KSP before with hilarious / frustrating results. Here's their Quick Look of 1.0. - - - Updated - - - Some interesting comments on the site: @Bollard: This is the second video in the last week where an "Unfinished" has been referred to as a "Quick Look". Stop with the brand confusion! @bwheeler: @Bollard The game was released a week and a half ago. It's finished! @Humanity: @Bollard But Kerbal is finished now!
  17. Batman has a space shuttle too? That dude is rich.
  18. I rewatched it. It's amazing how much the series evolved as it went on. It's like he stumbled across the story and just ran with it. That season one ending is still oddly powerful.
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