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mattinoz

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Everything posted by mattinoz

  1. Maybe it was only 80hours but sleep derivation and eye blur do funny things after that.
  2. Wait so your rocket literally falls over so that it misses Kerbin? Seems so much like a Douglas Adams quote.
  3. So true all the fertile ground in the Kerbalverse is in Prequels. Think of all the tycoon games of old would be so much cooler with Kerbals build your own mechanics. Not to mention the Kerbal way of doing things Kerbal Airlines, Kerbal Kart Racing, Hype Train, Komand and Kerbal, Korn (the kerbal farm sim), Kolony.... Better still if they all work within the same Kerberverse Server. If Squad spent a couple of years focused on each and rolled back minor patches as the core engine improved, I'd guess 60-80% of us would pay for the titles as the rolled out and new players come in based on expanded appeal. Squad could have a very profitable decade ahead.
  4. I'm fine with what ever updates squad supplies us with. That said I think setting agenda and saying multi-player is the focus for the next year of development and break it up in 3 or 4 releases to get to scope complete would help focus development on things both needed for multi-player but also to improve the game single player.
  5. Maybe in the Kerbalverse government works the way Kerbals think it should?
  6. Aren't faring becoming structural in the next update? So if the mass reduction effected other factors of the tank so it was unlaunchable outside of a faring or cargo bay it wouldn't break the legoness of craft building. Also no need for additional covering parts as that job would be handled by the faring.
  7. I'm still "inclined" to think this is still the best plan... http://forum.kerbalspaceprogram.com/index.php?/topic/73070-axial-tilt-for-planets/&do=findComment&comment=1175173
  8. I believe (sadly) having the option of Kerbals learning to do stuff on their own has been ruled out as it to much like auto-pilot. Some vocal players don't like the idea of Kerbal's being at all useful. Which leaves mods which give you full auto-pilot without any effort and still leaves the Kerbal's as ballast. Good idea, just don't expect it to get much traction. Also not having to care about Kerbals is much of reason LS is unlikely to be stock.
  9. Agree. I think a prequel is much more likely as a second Squad title.
  10. Surely you use the pool on hot days, otherwise it has no use at. If only there was a zero tier that made the building go away and just left the pool for R&R. Still making them more important might help too.
  11. If this existed it would be the first/only strategy I would employ.
  12. So if aspects of physics can't be multi-thread could there be a simplified physics main thread to handle those aspects? Simplify each craft (or craft section) to a sausage shape that has the minimal amount of info needed to participate in this craft co-ordinator main-thread. In much the same way cargo bays make a simplified part. So basically location, collision, docking and resource transfer. Then do all the more aggressive physics on sub-threads for each craft section.
  13. I thought it was interesting this planet fits with the main type of exo-planets that have been found to date.
  14. I don't see bad burn time estimation as a reason not to support this. Indeed if this feature existed it would add incentive to fix that problem. I think this would be a great first move to fixing a lot of roadblocks in the game.
  15. Question - if the control systems, like engine gimble took longer to react and had more of an ease-in ease-out movement to them would that mean the SAS hold system would work with out the over correct death wobbles?
  16. From my recall It was also mentioned in a couple of DevNotes (with the same sounds like Shmetla-dee reference) to say it was being worked on for a post 1.0 release. Been trying to find the exact DevNotes and normally Google turns it up very quickly when I've searched for it but today its being evasive.
  17. Great work but I do believe Delta V display should be in the Already Planned (ie Promised) section.
  18. Be careful what you wish for... 37 unforeseen issues might befall version 1.3 each requiring a hot fix.
  19. Give in career you have to upgrade buildings to get Maneuver nodes in the first place. I see no reason there couldn't be multiple tiers to the function of the nodes to make them more useful in later game while still requiring player to learn a bit of the process along the way. I've never found this method to be fine on it's tuning.... It also makes it easy to screw a node up while trying to change the view in order to see what the path is doing. (given the mouse wheel is so ingrained as a view control generally). I've always found the view control to be a massive part of the problem with the nodes. I always wish that the window could pop-up detail views of the trajectory interacting with different bodies. Instead of zooming in and out all the time to see what is happening.
  20. Suggestion: On the mobile version have the navigation button ignore the sub-forum group and always go back to home.
  21. So the alternative would be to have some decent in game eduction that teaches players this fancy new follow the prograde marker system? This would be better than current system of googling the answer and vastly better than the souposphere system of googling for a counter-intuitive answer. KSPeadia hopefully will address so of this.
  22. I voted for Multi-player because I want those things and can't see how they could do multi-player without:- A) Optimizing the system in every way possible. Multi-threading every way possible. C) Making time matter in every way possible, after all how else do you balance multi-player if time is irrelevant as it is in current KSP. D) Improve game play in every way possible E) Take 3 or 4 mini releases to get there each one concentrating on aspects of the above. Each release containing cool parts from RoverDude and PorkJet. Not mention parts overhauls. In short Multi-player is a catch all project that can drive the game up to the next level of polish. (edit: Although I still want Kerbal's to matter, but I think MP lends itself to that aim as well)
  23. I agree with everything here and would add... I think World firsts should give a rep bonus for Kerbal who achieves them. Still this would work nicely with your suggestion of cutting back the XP in Kerbin's SOI. You could still maybe have a level 3 Kerbal or 2 before you go interplanetary but would be limited by the number of World first bonus XP that you could be gained. The other way to change the weighting would be to move away from the bog standard each level requiring twice the XP of the level before. I agree that Kerbals shouldn't need to come back to Kerbin to process experience in to skills but they should need down time. For the mos part to me this would be time in a crew cabin not in a control pod or science module. This might need a time mechanic like 1pending XP turned in to 1XP per day compared to the current system of coming back to Kerbin giving instantaneous conversion of Pending to real XP. Still even a Minmus trip still allows lots of processing time. My Stretch wish for Kerbals would be to see them earn practical skills in their discipline. Not enough as single Kerbal to replace an autopilot system like mechJeb. Still every task mechJeb can do Kerbals with enough skill should also be able to do, the gotcha being it would take multiple Kerbals working together to get more useful functions. So in might take two 3 star pilots to launch a craft to orbit or execute a maneuver node in orbit, also give them the assistance (ie. being in the same control module) of a 4 star engineer they could do an interplanetary transfer.
  24. Well apart from the small detail of.... "Outdated Mod This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution."
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