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Everything posted by Alshain
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Different ship types
Alshain replied to Benji13's topic in KSP1 Suggestions & Development Discussion
It's not that simple. Enums are very convenient for creating a list of items. Alternatives are much more complicated, require much more time to code and maintain, and have a greater potential for inefficiencies and bugs. Not to say it shouldn't be done, but it most likely hasn't been done already due to priorities. -
Different ship types
Alshain replied to Benji13's topic in KSP1 Suggestions & Development Discussion
He was asking about a mod before, when that failed, because it really isn't possible, he made a stock request. There is nothing wrong with either request, with the exception that it has been asked for many many times. -
Move Subassemblies
Alshain replied to OrbitalBuzzsaw's topic in KSP1 Suggestions & Development Discussion
Or it could have a global folder and a local folder and can load subs from either seamlessly. You could do that for craft as well. The stock ships are already handled this way. The only problem is if you put it there, it will be identified as a stock ship, so we would need a 3rd location for 'global' crafts. -
Why are we here then? I'm discussing it's viability in stock, what the hell are you discussing? I don't feel like typing that again so I'm just going to copy and paste.... As far as overpowered goes, you seem to be under the assumption that means a trip to Eeloo Minmus. That is simply not the case. It can be overpowered without ever leaving Kerbin's SOI. Infinite fuel is overpowered in the gameplay structure we have. There is no risk for reward, I have a satellite contract, I can screw it up all I want because I never run out of fuel, I have infinite attempts to get it right. That is bad gameplay.
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Well if you can't say what it is to be used for I wouldn't count on it being implemented. I don't speak for Squad, mind you, but I've never known them to implement a request from these forums that has absolutely no known uses. As far as overpowered goes, you seem to be under the assumption that means a trip to Eeloo. That is simply not the case. It can be overpowered without ever leaving Kerbin's SOI. Infinite fuel is overpowered in the gameplay structure we have. There is no risk for reward, I have a satellite contract, I can screw it up all I want because I never run out of fuel, I have infinite attempts to get it right. That is bad gameplay.
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Ok, so lets just say for a moment they won't spend that time (I know they will cause they do it now with the Dawn, but for the sake of argument)... then why do we need it at all? You are saying it isn't overpowered because people won't use the engine. What incentive is there to add something people won't use? More importantly, what is it's niche. Why do we need this thing? What purpose does it fill that no other engine in the game can fill?
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Time is not a factor. Either you have a patient player that will wait the time, or an impatient one that will never use the part. So it's either overpowered or not useful depending on the player. You really don't get this burden of proof thing, do you? I have no reason to do that. You are the one that wants it in the game, it's your job to prove it belongs there. You haven't done that (in my opinion). You have to convince me to have me change my view (but just my view, of course you don't have to convince me at all to have it implemented, you have to convince Squad)
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The drawbacks are mostly irrelevant. In KSP you can use multiple engines and longer burns with physics warp on to get over that effect. The Dawn engine itself is proof of that, if low thrust engines were and issue, nobody would use the thing. The gameplay issue is the craft can be used forever (or in this case practically so). Why would I ever launch a second one?
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Next Big Development: Fix the Fairings
Alshain replied to Joeybafoey's topic in KSP1 Suggestions & Development Discussion
Just theorizing, that sounds like an order of operations issue. If the command module is decoupled first then it runs it's checks to see if there is a command module before allowing the action groups... something of that nature. If this is indeed the issue, the ideal fix would be to have radial decoupling occur a split second before stack decoupling when in the same action group. (Unless there is a consequence I'm not thinking of) -
Is the OP your second account? I'm confused, I thought we were discussing him writing a book.
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If you are talking about a Game Guide, they are obsolete with the next patch. If you are talking about archives (as in Hyrule Historia) then there isn;'t much back story to work with. If you are talking about fan fiction, I suppose you could come up with something. Just be careful you don't do anything that breaks copyright law.
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whats wrong with 1.1.3 exactly?
Alshain replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
If you still haven't gone to 1.1.3, then don't. 1.2 isn't going to be long now. 1.0.5 works but if you are still on 1.0, I would even say that you might as well wait rather than begin a new game on that. post 1.0 will change the aerodynamics a bit, so existing craft may break. -
whats wrong with 1.1.3 exactly?
Alshain replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
There are several issues with 1.1.3. Some people are still experiencing crashing issues. The landing legs explode if hit too hard by an EVA kerbal, a bug that was supposed to be fixed but the fix was bugged. They also have a tendency to slide down hills (admittedly I'm not sure if that one was fixed or not). The plane wheels do not drive straight down the runway, they veer off rather quickly making landing an incredible chore (take off is a little easier if your plane is capable of a 45m/s lift off). The rover wheels blow up at rather low speeds rather than simply breaking, so the repair mechanic is gone, leaving engineers even more useless than they were before. Overall between the wheels, legs, and gear, that leaves your space program VERY limited. Your choice is to either use workarounds, like girders for landing legs or just limit yourself to space stations cutting out much of the game. I stayed with 1.0 for a long while, but now I'm just not playing KSP at all because my existing 1.0.5 career has very little left to keep me interested and I don't want to start a new career on it before 1.2, especially since all the new mods I would want have updated to the inferior 1.1 version. -
Do you think Life Support should be Vanilla?
Alshain replied to HoloYolo's topic in KSP1 Suggestions & Development Discussion
Well it wasn't just a matter of making it less realistic. Aerodynamics and heat are tied together, the problem was aerodynamic heating was very demanding. Fine for skilled players, but a bit much for your average "just-bought-the-game" player. As far as reading the threads, of course he didn't it's freaking 8 pages long. He replied to the original post, and that is a very typical thing to do. EDIT: 9 pages!- 314 replies
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Do you think Life Support should be Vanilla?
Alshain replied to HoloYolo's topic in KSP1 Suggestions & Development Discussion
He is correct. When 1.0 came out the atmosphere was much more accurate than what we have now. They made it less realistic again in the next couple of patches (1.0.1 to 1.0.4), though not as bad as pre-1.0. If anyone is unaware of the history of this game, it would appear to be you.- 314 replies
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Do you think Life Support should be Vanilla?
Alshain replied to HoloYolo's topic in KSP1 Suggestions & Development Discussion
" Have you ever even played the game? " <- A feigned question intended to insult the recipient or imply ignorance. Not even a very good one since all his concerns are a perfectly valid point of view.- 314 replies
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