DSKY
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Everything posted by DSKY
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My pleasure. Topic: Remove the nosecone on the new mk1Cockpit - Gifs and pictures Reply #29 Topic: Procedural sub-biomes to motivate more surface exploration Reply #44 You are being stupid here... "Random Generation =/= Fog of War" no matter how you look at it. It's confusing the actual gameplay of exploration, with the mean you produce the "contents" that you will be exploring. As I'm trying damn hard to make you understand : You can get bored of exploring 100 randomly generated/copypasted pattern on 50 planets, faster than exploring 10 handcrafted place (of choice !) on 8 planets.
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No kidding!
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All of us who are reading and posting to this development forum share a strong common bond: our enjoyment of Kerbal Space Program. Yet the discussion here can get heated and downright nasty at times. This can take many forms; my pet peeve happens to be those folks who oppose a suggestion because there is "no reason" to implement it. Of course there's a reason; the original poster had one. It may or may not be popular, useful, or even possible, but there is a reason. Just because you are unable to imagine one doesn't mean there isn't one. My other (one of my other...) addictions is Minecraft. One of the members of the Mincraft suggestion forum, yoshi9048, wrote an excellent guide for critics. "Critics" not in the pejorative sense - criticism is not inherently bad; in fact is is necessary to refine ideas. Yoshi's guide was intended to help keep the discussion civil and productive. I encourage everyone posting on this forum - ANY forum - to read it. http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
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Paint-on ablator material
DSKY replied to yorshee's topic in KSP1 Suggestions & Development Discussion
I like the idea, but I have to point out one technical detail: the shuttle tiles were NON-ablative. Apollo and its predecessors used ablative heat shields. -
Automatic Hanger Doors
DSKY replied to Castille7's topic in KSP1 Suggestions & Development Discussion
I really like the idea of being able to save the craft. For those times when you add parts with KAS or dock modules to create a larger craft. Would be helpful to be able to save a copy of a craft at ANY time, not just when recovering. -
Allow "magic" docking inside cargo bays
DSKY replied to katateochi's topic in KSP1 Suggestions & Development Discussion
Not as an alternative to the original suggestion, but an addition, building on some things that have been brought up: cargo restraints. Empty, they would appear like an empty pallet or a "bomb rack". When securing a load, straps, clamps or a cargo net would be rendered around the load. The restraint unit would be attached to the interior surface of a bay, and would function like the claw - docking upon contact. But with a lower required contact force. Would be available in different sizes to suit different bays and payloads. As I said, this is in addition to the original suggestions. Handling unsecured cargo, and its consequences, in a realistic manner would be nice. -
Rescued kerbals are all female?
DSKY replied to space jake's topic in KSP1 Suggestions & Development Discussion
Is there a development suggestion here? -
Quality of Life improvements list
DSKY replied to TothAval's topic in KSP1 Suggestions & Development Discussion
OK, this one is really esoteric: a marker on the navball indicating the direction of your external view. For those times when you want to look in the direction of a maneuver node or a target that isn't quite in view yet. Maybe it could be shaped like the old CBS eyeball logo... -
The Gemini flotation collar was attached to the spacecraft by recovery crew AFTER splashdown. The capsule was sufficiently buoyant to remain afloat on its own, otherwise it would sink before the "frogmen" could get to it. The collar DID provide extra buoyancy, of course, but its primary function was stability. With the hatches open, the capsule had very little freeboard (distance above the waterline). The collar kept the capsule from rolling to the side in the ocean waves, thus keeping water out of the hatches. It also provided a platform for the divers and astronauts to stand on while working around the capsule.
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Space plane inline decoupler
DSKY replied to Gameslinx's topic in KSP1 Suggestions & Development Discussion
SkyDiver didn't have a cylindrical fuselage. -
Quality of Life improvements list
DSKY replied to TothAval's topic in KSP1 Suggestions & Development Discussion
Scrolling: clicking above or below the scroll bar does not work in some (maybe all) dialog boxes. Have to drag the box with the cursor or use a scroll wheel. Scroll wheel: using a scroll wheel to scroll the flight list in the tracking station results in the map display zooming, even when the cursor is over the list. Loading in VAB/SPH: no warning given if current vessel has not been saved. Would also be nice to have an indicator showing saved status. Action groups: would be SUPER handy to have a way to view action group definitions once vessel was launched! -
Depends on how much time you're willing to spend learning about aerodynamics, and learning how to use the CoM and CoL indicators in the VAB. That will probably take longer than it took you to write your post asking Squad to switch back to a highly flawed aerodynamics model, but less time than you will spend explaining why you think Squad should do that.
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And if Squad decides to cater to 3-year olds, then that is how it is and you'll be OK with it? It's fascinating to watch a 3-year old develop interest in a game intended for a much older audience. My daughter got hooked on Minecraft when she was 3. She would watch me play for hours. Then we would watch a few Minecraft videos together, and eventually my wife installed a copy for her on an old Kindle. She is six years old now, and is still excited about it. She now makes buildings that are more clever than some of mine! Developers that create games for young children do not seem to grasp the complexity level that kids at that age are actually capable of achieving. KSP in its current state is probably just a bit too advanced for 3 or 6 y.o., but with some tweaks and assistance I think it could accommodate them, either in a kids' mode or as a separate standalone game. As such it would be a great learning tool, giving them an intuitive grasp of physics, aerodynamics, and even orbital mechanics. You'll understand someday when you have children of your own. In the meantime, just be thankful that Squad decided to make rocket science available to teens and young adults, instead of keeping it REALLY complicated for us older individuals
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More Command Centres
DSKY replied to cowboyshirt's topic in KSP1 Suggestions & Development Discussion
Overall very interesting. It would be nice to see more civilization on Kerbin in general (I created a separate suggestion for that). Other command centers could be a way to implement multiplayer. You could further expand that into other industries, which would tie into the tech tree. For example, you need a semiconductor plant to unlock Mechjeb, or a nuclear industry to unlock RTGs. Off-Kerbin command centers and manufacturing would have their own capabilities, but only according to what you provide and build on each body. -
I wasn't even suggesting aliens - just some form of Kerbal civilization. Not that I would be opposed to other intelligent species, though. Kerbin just seems so empty, and when you consider how much civilization it takes to support a space program, it seems even more incongruous.
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I should clarify "retractable". I envision two kinds: 1) A low profile housing with a "hideaway headlight" type of door for aero and thermal protection. 2) A large-area illumination fixture on a telescoping mast. Useful for lighting large stations or ground bases.
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The population of the entire Kerbol star system is limited to the staff of KSP. No lifeforms of any kind (except grass) on Kerbin or any other planets. Recruits magically appear from... ...somewhere. But that's it. A few ruins and artifacts here and there suggesting past activity, but no active civilization outside of the space center. It would be nice to see some "NPC" kerbals, some animals, even some vegetation.
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Yes to all of the above, plus some with aerodynamic housings and/or retractable, and steerable spotlights.
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Animals in Kerbal Space Progam
DSKY replied to Donterrio's topic in KSP1 Suggestions & Development Discussion
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Quality of Life improvements list
DSKY replied to TothAval's topic in KSP1 Suggestions & Development Discussion
The dialog where you select which saved game to open lists the number of active flights by each save. Flags count as active flights. Why? They should not be included in the count. -
1.1 should be an optimisation update
DSKY replied to bartekkru99's topic in KSP1 Suggestions & Development Discussion
The memory issues with .90 have been so bad that I haven't played for two months. If things don't improve with 1.0, I won't even bother with 1.1. It makes me literally sick to my stomach to say that about my all-time favorite computer game (and I've been playing them since the late 70s). -
Remove the Squad logo from monoliths
DSKY replied to DSKY's topic in KSP1 Suggestions & Development Discussion
That would be cool, but is their god really a grinning chimp wearing an army helmet and shades? It kind of ruins the immersion when you land in a deep, deep crater in pitch blackness and walk towards a mysterious object using only your helmet lights, and as you approch you see...Bonzo. Imagine if the monoliths in "2001" had the MGM logo on them.