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M3tal_Warrior

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Everything posted by M3tal_Warrior

  1. Yepp, a newsticker or something like that would be quite a nice feature - 'First Kerbal landed on Mun - Jebediah Kerman: "I can't even light a cigar here!"' And it would give you a more accurate hint how your reputation is working. As for different reputation for different companies: I don't like the idea. As I see reputation, it's how the Kerbals see your space program, so it's solely the public opinion. What I miss here is a impact on the game, like more Kerbals applying or even better Kerbals applying (which would require traits to matter). Company espionage isn't something I'd like to see in the game, it creates a hostile environment unfit for KSP.
  2. First I'd love to be able to enable our own mission flag on every bigger part of the rocket (fuel tanks, all engine encapsulations), not only on some engines and pods. Movable plaques/flags would be nice too, but not necessary.
  3. I landed lab rovers on Mun and Minmus, so I'm able to repeat all experiments indefinitely (5 times per biome to max out everything) and store them in the lab. Having driven through all biomes (or at least through those close to the landing spot), I land a second lab or lander with 5 capsules, store everything in there and return that lander to Kerbin. That's how I do it - may lack some style, but I like it.
  4. As for merging experiments, I do that with action groups - works like a charm, even though I even use just a single ship to do all gravioli readings from both HO and LO of Minmus/Mun on all biomes (yields tons of science when brought back, but it's quite expensive). You might want to give that a shot.
  5. Well, technically more calculation do need more memory, but that's just a relatively small amount compared to graphics and planets and the rocket itself. And yes, the radius gets smaller, but after you reached 2564m, the radius equals zero and no calculations will be done for impact and other physics - and most of us reach 2.5km pretty fast. Side note: It would be possible to adjust the size of the bubble on the fly based on the idle process usage of the system. A similar shot was made around 2000 with the game 'Sacrifice', which calculated graphic enhancement, polygons and other eye candy solely on your available GPU time and the distance between camera/sorcerer and object/landscape. This way there were almost no graphic settings ingame, it all was done by the game itself. AFAIK this was a unique feature and wasn't continued in other games, much to my regrets.
  6. You don't get the point of both what he said and what 64bit does. 64bit enables a computer to allocate more than 3.x GB of RAM, thus loading times decrease for most stuff can be kept in a sufficiently large instant-access-memory (that's what a RAM is). It does NOT increase the CPU performance, and since physics is solely a matter of CPU performance (or, if possible by game and GPU, a matter of the second graphic card), 64bit gains you nothing at all there. What vexx32 tried to tell you is that the bigger the bubble of physics is, the more ships and parts will eventually fit in there -> more parts having to be physically processed -> more load on the CPU/GPU -> less FPS -> more lag.
  7. We got that discussion in another thread running and I've went lengthy about that in a blog post. You might want to join in, for I don't think it's useful to have 20 threads talking about science and how to change it.
  8. May I call you a savage? I don't kill Kerbals for being unfit to work in a space program, due to being either outstanding cowards or blatantly stupid. I know it doesn't really make a difference, but it gives the right feeling to put intelligent Kerbals into science labs. So I'd really like the suggestion, even more I'd like to dismiss applicants forever for said reasons.
  9. You don't want that. There's only two ways it could be achieved, and both are equally bad: 1. Simulate ALL probes physics simultaneously The amount of physics calculations will soon be eating up all your CPU, so your control room will be a snapshot/lagging room the moment you have more than a handful of probes. 2. Simulate the physics only on the selected probe This building exists: It's called the Tracking Center, where you can select and fly your probe. There is no other way - you have to simulate physics to be able to steer anything. I'm sorry.
  10. Holy ...., this is what I've searched for! Only mod I'm using atm, did 6 dockings on my construction hangar and I already love this mod! The whole docking interface of Squad is BS compared to this one, since now I'm actually able to align parts the right angle. Keep up the awesome work! Edith says: We need this as stock docking interface. Definitely.
  11. Having a quick-relaunch building would be quite nice, although I don't think it'll work for space tankers (mainly because what I haul into space is way to heavy for a plane). As with your warehouse I'm not quite sure if that is useful. OK, returning parts would have a little repair fee before being filed for next use, but honestly that's about what's already implemented by the game. So more of a nice-to-have-seen feature than a real gameplay element.
  12. @RedPine Skill system & experience was also a suggestion here and here. Maybe we could merge those ideas into something that gives Squad a good idea how it could work, or some willing modder a guideline? As for personalizing, I think colors and accessories isn't really that important, but I do like the idea of this thread, to give the space suit equipment.
  13. Another suggestion (don't know if that's been made yet): Create a meta-part out of all massless parts on the CoM without hitbox, so mass is calculated correctly. This meta-part can be updated the moment one of its then sub-assemblies is being separated from the root tree and thus not longer part of the rocket. Should be easy to calculate, and keep the load on the CPU low.
  14. Less of a self esteem boost than a matter of respect for all other persons on the forum is to at least make some effort to write correctly. If we're not worth the time you need to reread and correct the most obvious mistakes (or use a browser spell check), we might not feel you being worth the time to answer to.
  15. Sounds good, but quite some work to implement - I guess Squad will wait with this suggestion, although I really like it.
  16. jepp, some sort of customizable 'mission objectives' window for the flight or sorting/expanding/moving of the contracts window would be really nice.
  17. Sure, but then: Does it actually make sense? Like you get about 20 science from a probe EVA report (that's somehow a contradiction, but anyways) on planet X, but the probe itself flies for 2 years to reach that planet - during that you can do so much other science on Mun and Minmus, you don't need the science any longer when that probe reaches its destination. I don't think this'll really help. I use probes for almost all ships, except for the landers/space stations - this way I don't have to return my little green guys after having hauled up another gigantic part of station XYZ. I do think they're pretty useful atm, and I can't really complain. But on the other hand: If Kerbals are implemented with some personality/personalization, I won't cry when your suggestion is implemented too. I just won't use it
  18. Jepp, that buggers me too all the time, although I'm quite good at calculating that on the fly...
  19. The 'Love for Kerbals' discussion and my blog entry give a shoot at it too, you might want to read one/both of them.
  20. Although I'd like to see that coming, I fear this makes Kerbals even more useless than they are now.
  21. Redo/change the way science works and pushing all those nice Kerbals out of their misery of being just interchangeable probe replacements, by adding stats, dossiers, more traits and so on.
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