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KSP2 Release Notes
Everything posted by mattinoz
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The first thing I'd ask is why the Altimeter is at the top of the screen anyway? first thing I'd do is move it next to the nav ball on the bottom edge of the screen, then add smaller read out on top of it and one below Top readout is Apoapsis Main Altimeter Bottom switches between Radar to Periapses whenever Periapsis is above the ground. The screen space next to navball is kind of dead space anyway but your eye is there looking at the navball a lot anyway.
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Former most desired features
mattinoz replied to Kaos's topic in KSP1 Suggestions & Development Discussion
Have to say it wasn't till I flow in the new Aero that I understood how bad and un-fun the original soup was. -
Yep hoping new UI will help Squad sort this out.
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Action groups and staging UI
mattinoz replied to karolus10's topic in KSP1 Suggestions & Development Discussion
This would be good, maybe the best part of allowing each stage to be it's own action group it would be easier to make the number groups about collecting all the similar objects together, Solar panels, air intakes,.... It would be good to get say a switch stage which would alternate between two stages or even flip through multiple stages. -
Heat Electricity generator
mattinoz replied to Benji boy's topic in KSP1 Suggestions & Development Discussion
Thermocouples turn heat in to electrical energy. They do need a fairly substantial temperature differential to work as they are constrained by the law of thermodynamics still could be good. Potential add on part to the new radiators. -
Making Pilots and Scientests useful again
mattinoz replied to Windspren's topic in KSP1 Suggestions & Development Discussion
I don't understand why autonomous pilots as a trainable skill is considered such a bad thing. Sure single super pilots with all the ability of mechJeb should either non-existent or really hard to earn. Still there is a big range of scope for pilot to have some useful skills that could be highly limited. You could break mechJeb into lots of discrete skills then assign them around different levels of Pilots even tie some to engineers or scientists so that you a combination. -
KSP support for Microsoft Hololens
mattinoz replied to Bencointl's topic in KSP1 Suggestions & Development Discussion
Yep Ideas are easy and cheap, it's the implementation that's hard and valuable. To me everything in the videos shows they know how it needs to work but the reports from the hands on demos so far have shown the Tech just isn't there to deliver. -
Whats still not good enough?
mattinoz replied to Capt. Spiff's topic in KSP1 Suggestions & Development Discussion
Time is still basically meaningless in gameplay terms. -
KSP support for Microsoft Hololens
mattinoz replied to Bencointl's topic in KSP1 Suggestions & Development Discussion
Hololens can't project black which to me is very important to playing KSP. -
Metal API coming to OSX
mattinoz replied to Hobbes Novakoff's topic in KSP1 Suggestions & Development Discussion
Interesting Blog post from Unity when Metal was announced for iOS. http://blogs.unity3d.com/2014/07/03/metal-a-new-graphics-api-for-ios-8/ If these answers in the FAQ at the end are the same for Metal on OS X it can only be a good thing for KSP right? -
Unify game modes for greater configurability
mattinoz replied to Kaos's topic in KSP1 Suggestions & Development Discussion
Would it be worth considering in this change the addition of an extra science unlock option based on time? So a tech tree on rails that would mirror us humans and unlock the all the parts over the course of 40-50years. -
I don't see how anything that would move towards this wouldn't be good for the game in general. Sure in career game we'd have to work to turn the features on but that is no different sandbox vs career. Kerbal-Pilots who can pilot all the way to another planet and land based on a simple mission directive. Interface that doesn't hide information just because. Science information good enough to learn Kerbital Mechanics and dV budgets to get around the system in game. Pre-made craft that work. All these things to me would be great for everyone.
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A bunch of random ideas for KSP
mattinoz replied to DundraL's topic in KSP1 Suggestions & Development Discussion
Another vote for all of these items especially 1 and 8. 1 well why not it makes life so much easier when there is no reason to complex. 8 because Bacon -
Mobile Processing Lab?
mattinoz replied to Joonatan1998's topic in KSP1 Suggestions & Development Discussion
Is unlocking the Tech Tree really how you "Win"? -
Call me OCD but.....
mattinoz replied to Default's topic in KSP1 Suggestions & Development Discussion
Isn't the Aero section getting to big and unweldly already? If I had any say in the matter I'd divide into say, Lift, Control/Drag and Intake air. -
Out of all curiosity.. Is KSP addictive in some way?
mattinoz replied to Columbia's topic in KSP1 Discussion
I think one of the main addicts elements of KSP is you can "play" any where any time even without a computer. I find myself at randoms times thinking "What if I tried..." -
A Firefly class style Loading ramp and airlock to fit on the front or back of a of a Mk3 cargo bay would be good but i figured that was the Guppy parts.
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While there isn't cross-training there should be bonus skills or effects based on combinations of skill sets. So an engineer teamed with a pilot could maybe auto stage during a burn. At higher levels engineers might convert burn dV amounts to seconds and take into account the effect of staging on that burn time. At higher level still the combo could burn node without player input. Similarly Scientists and Pilots and Scientists and Engineers could have interaction skills.
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newbie here need help
mattinoz replied to spaceace1969's topic in KSP1 Gameplay Questions and Tutorials
Unless the cursor is over some clickable interface like say the staging interface then the space bar doesn't work. -
Multi-Player - "Play it forward"
mattinoz replied to mattinoz's topic in KSP1 Suggestions & Development Discussion
I'm not suggesting base time is linked to real time just that craft could warp ahead of the Kerbin time. You'd still be able to leisurely warp the Kerbin time ahead to suit yourself and even catch up quickly with your craft if you need the results of that mission for the next one. -
Multi-Player - "Play it forward"
mattinoz replied to mattinoz's topic in KSP1 Suggestions & Development Discussion
I'm not going to disagree regarding alarm clock and yes the chance of two events needing to happen at the same time are pretty much non existent. Kerbal alarm clock is an essential mod to me. Still as as you say the time scale is vast and events in that scale are rare which to me means if you focus on one mission at stay with it and warp those empty bits of time you neglect the space centre. If you keep an eye on the space centre and getting funds up to target the next interplanetary window by the time you come back to the first mission and its year long drift through space it could be days or weeks depending how much real life has gotten in the way. To to me splitting the time would allow us to wear two hats. CEO of our space program looking after making funds. mission director to focus on a goal. Without having to wear them both at the same time. Which to me would make the game more accessible to a more casual player. -
Inflatable Heatshields
mattinoz replied to Voyager275's topic in KSP1 Suggestions & Development Discussion
Would double as a good toboggan on minmus.