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mattinoz

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Everything posted by mattinoz

  1. Yes, isn't there an engineer on site who checks the joints and structure. To me that should be procedural or "someone else job". While it craft shouldn't be super stiff I do think it would be better to stiffen the joints but make tube crushing on parts an issue if they exceed a maximum internal force or are subject to much twist. Putting big masses on tiny tubes with vast amounts of thrust at the far end should be a recipe for disaster
  2. So why did he get bored. I'm in my 40's and still find an evening here and there of building things that don't "work well".
  3. Given KSP2 is still unity, and parts geometry and textures seem to largely travel between versions as evidenced by the video. Then you have to suspect the reason there won't be a KSP1 to KSP2 save convertor is the file format is radically different. If it's going to handle colonies and other large assets you'd think the first thing to do would be to break up a save file into smaller pieces and better define the interaction of those pieces. Makes sense to me at least to not update the position of every item in the game compared to every other every time you save instead just track them by orbits or fixed landed locals and only care if the visually approximate.
  4. Yes they need some mystery to accelerate the hype train to light speed.
  5. If they did get rid of decouplers as distinct parts it would sure lower the design learning curve for new players. They could then use the build gizmo to automatically create trussed/shroud sections between parts as you drag them further apart.
  6. This could also be part of the reason the game will be multi-player from the start. In that it will be multi-actor by nature how better to handle that than push those actions to background process and add one process to co-ordinate it all for map view and interactions, keep them out of the way of what the player wants to be doing. Multi-player then opens another option for resupply mission. Contract it out, open it up to the less experienced players in your live/server be part of the game. Once contracted it gets done as long as the player has funds to pay for it. Still it would become a repetitive in game play terms. I still think it would be great if Kerbals could be trained and would train each other to do repetitive things. Higher skill more adaptable. How much automation a player has to work with would then be a factor of how many Kerbals they can keep alive and why having live-support becomes important.
  7. The ground hog day rule. Destroy something the server thinks is needed to avoid a later paradox the server reverts you to the spawn point of your current timeline. For lessor issues like claiming resources from remote stations the server could allow you to write a top up supply contract and bill you the funds for the contract reward.
  8. At what point does a Kerbal become a vessel in their own right? Is a zero gravity IVA any different to a zero-G EVA Any one chosen for such will be aware of the risk / reward of various tactics. Otherwise, why would anyone watch? Sport is not-even the best team wins on the day and other such one-liners filling the dead air of commentary.
  9. My guess it'll work the bare minimum way that works and hook to mods (either in game or on server) to handle more exotic MP schemes. To me that means two linked systems 1) Focus bubble MP peer to peer - any control from here point can be a player, Warp is locked to the host. Craft on trajectory to leave bubble without incident gets to wrap ahead and get handed over to the server. 2) Rails MP server - any craft (a grouping of control from here points) can be a player. Each one can warp within the paradox limits set be server. Dropping out of timewarp creates your own peer to peer bubble if you aren't in an active one. The server is always a peer to the bubble as a way of multi-threading the game generally. Paradox handling on the server will be modable and that will "limit" how players can dance around the timeline. Why does the field have to be level? Fields are never level, they have drainage issues when they are.
  10. Kerbal spin off is Easy. Take any game type that involve a craft or contraption let me build own contraption to race, fly, crash it in some semi-real physics. Give it a name with a K based pun and done.
  11. Warp drive exists powered with exotic matter that seems to collect inside rubber wheels. First it was just a way of not having inflation issues in the vacuum of space. Until there odd super bounciness was harnessed into the k-drive. So excited for KSP2 but would add to your list Mod management features Active Mod per game selection Embedded peer to peer Mod delivery and updating, it was talked about a long long time ago having a BitTorrenSync mod delivery system built-in. These would be great for Multi-player as the host could set an environment for their crew and mod-delivery would take care of making sure everyone has the needed parts to play.
  12. All really good again but to play Devils advocate but why not go a bit harder and do some reorganising of where the parts are? Current layout has lots of both eye-tracking and mouse-tracking while doing similar things. Would be nice to reduce by rethinking the layout.
  13. Given the poor state of video game ui ux generally that sure seems like a dumb requirement to knock skilled people out on.
  14. The fact they have offered a generous amount of free updates is certainly part of the "Brand value" which makes is easy to recommend and gift sales to new players. Market forces cut both ways.
  15. There is very much to love about this. I think collapsible could be revisited if more things were grouped. Like say antenna status and fuel supply. I mean aren't they all resources and having them at the top together make sense. While having controls I want to get to near the bottom.
  16. Kerbals are more like ballast. Dead weight that keeps the craft upright. make the little guys valuable before more computer controlled action.
  17. Wasn't one of the Squad purchases / Key staff moving on type events to "develop the Kerbal IP into other assets"? I mean who wouldn't want all sorts of Kerbal fun and mayhem? Prequals (unlike Star Wars) would on the other hand be amazing and could be completely different beasts. Build you own -> race car in Kerbal Kart. Planes in The Wright Kruft. Roller coasters in Karp K-tect* *Clearly I'm not applying for a Marketing Job.
  18. It wouldn't think there would be enough scope along the similar lines to build a new game mechanic with Kerbals as masters of there own destiny, not just ballast strapped into seats. To justify this as a key pillar of a DLC.
  19. Could there be a Hybrid? So each planet type has a bunch of tiles that can mix and match to make a whole planet and a randomised system takes care of stitching them together. 4 Planets variations then become maybe 40 tiles making 100's of variations possible. Add community content to that mix and fun ensures.
  20. Why not Procedural? Well, at least key based procedural for sharing and caring purposes. That would keep the download and storage size down and create a natural "fog of exploration" if the detailed terrain doesn't exist. Until someone is looking at it. Hopefully would also allow for lightweight ground changes, build features, in part by having game parts that can re-write the terrain file but also by changing how much the engine needs to know about the local surroundings at anyone time. (wishfully thinking I know)
  21. Each DLC has come with a general game update that improves the functionality of the core game to enable features in the DLC.
  22. Along time ago in a developer team far far a member ofSquad talked about wanting to create a torrent sync based mod support in the game. That would solve the hosting issue as the server would be people who mod and people who use the mod. There would be hosting as long as there were player. Clearly the idea died for reasons but it sounded like a good idea at the time.
  23. Rover racing. Lightweight terrain remodelling so you can built racecourses anywhere (that counts as landed*) and invite friends to race their rovers against you. - Races would be time trial - or stretch goal- peer to peer multi-player. - Ground and constructed surfaces would need serious traction upgrade. - *Bonus points if racing options expanded to boats and planes.
  24. I think if auto-pilot (MechJeb) is in the games it should be tied to the Kerbals themselves as a resource. Make them valuable and I think it could scale from a simple mechanic such as seats in a facility gives you basic function. Have enough Kerbals to forfill demand and have to train and the function increases. From there add Risk and Reward of sending Kerbals out on Missions for hands on development. So it's not just an unlock and go. If you kill your staff you go backwards and need to staff up again. That then Ties in to life support now Kerbals are valuable. Although If Kerbals does have these sort of mechanic added there should be enough management tools in the system that you can queue up a flight in the future and not have it require micro-management to avoid production delays.
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