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Everything posted by mattinoz
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One option for both single and multi-player I'd like to see and understand it might need a multi-player server to make it happen. "Play it Forward" - Mission planning by the seat of your pants. Basically decouple craft time from base time so a craft can warp off in the future. Then we can play out a whole mission in a focused way like mission planning until the craft returns to Kerbal SOI, then let the pre-recorded mission play-out while we go off and take care of keeping the program cashed up or head out on other adventures. Obviously events in the future wouldn't register at the home base till time catches up, so I'd have to wait for science and contract rewards to trickle through. Also once events in the mission hit the home base they become set in stone and you can't revert. Also interacting with another craft or planet would delete any future timelines either and start a new combined one for those two craft.
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If you consider Every large office building has back up power to service critical functions in a power blackout, On top of that tenants in those buildings are running backed up server rooms and demanding the base building provide un-intrupted power. Most have diesel generator in the basement and tonne of fuel just sitting there as that has the fastest response time. The newest ones have a full time power generator on site. So move from Diesel to Natural Gas, plus add solar maybe some wind to maximize production. To me this would be the key market for a Micro-Nuc. Plus Industrial and Data centres that also have a high level of "reliable/redundant" on site demand. Plus they have the sophistication and security to manage it even in though it bound to be highly automated anyway.
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Why does this plane become uncontrollable?
mattinoz replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
If the problem is lack of yaw control could you come in to the atmosphere with the wings vertical to the ground? May not be a fun ride for the pilots but well better than the alternative. -
Would like a few more runways.
mattinoz replied to Puidwen's topic in KSP1 Suggestions & Development Discussion
If we do get, and I hope we do, extra runways. It would be good have the option to launch from either end of the runway. -
wheel drag/friction on different terrain?
mattinoz replied to Beetlecat's topic in KSP1 Suggestions & Development Discussion
In Kerbal style could they fake it till they (or unity) makes it? Instead of true fraction use say the drag model physics with a boundary layer of super thick dense air at the ground. The stickyness/density of the air and the height could change with different zones to make for different landing styles. So say sand has a very sticky air film but only .2m above the surface. Tall grass Grasslands 1m high film medium stickiness. Compacted dirt runway low stickiness compared to the proper runway. Ice might have no effect but snow would be like sand. In my mixed up mind that could then work for wheeled plus belly and skid landings. I mean if it works at all. -
I like this. As an added benefit maybe procedural contracts could then be generated based on Milestones not just bodies visited. Allowing for more sensible random contracts. While adding to the contract systems it would be great to have contracts that require you to do something over a longer period than 10seconds. Although as i understand it contracts seem to only be able to assess completion on the active craft which could be reason for 10sec stability. So thinking there could be recurring contracts that assess on rails so they can have time frames like a week or a month and repeat each month. They could be tied to completion of a lead contract so that a particular craft was associated with them. To me would be good for satellite and station contracts have them pay a monthly maintenance fee. For stations not just stability but other agencies could lease a station off you with contracts to deliver Tourists/Scientists to and from the station.
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Welcome fellow down-undian!
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OS X App Signing Please!
mattinoz replied to jshier's topic in KSP1 Suggestions & Development Discussion
On the plus side if Squad sign up they get Crash logs when you hit the "Send Report" button. Which should be good to crush a bug or two. -
Red gauges would make more sense for heat.
mattinoz replied to bonyetty's topic in KSP1 Suggestions & Development Discussion
I thought they were green so they stood out over all the red flames but if they turn red before the bang my assumption is wrong. -
The Fusion economy
mattinoz replied to Jappards's topic in KSP1 Suggestions & Development Discussion
Would the 10x density of the kerbol system make fusion easier or harder than Earth? it makes the ground more explosive so I'm guessing it would make fusion easier as well. -
Seems to me this thread proves why there should be Stock Life Support. Without it you end up with a stack of variation on a theme mods with the player trusting they'll keep working each update. A stock system could then serve as a base for mods to extend instead of duplicate with slight differences.
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Kerbonaut Skill Reveal
mattinoz replied to Trann's topic in KSP1 Suggestions & Development Discussion
Well given all Kerbals have the same last name would it matter if the name got clipped so their skill could be visible? Maybe Kerbals should have a middle initial that shows there skill. Jedediah P Kerman Bob S Kerman Bill E Kerman -
Love it... but needs a slow motion option as well.
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"Ye cannot break the laws of Physics." So why would a physical attribute of a piece of hardware be higher by skill? What would be believable to me at least is reaction time and over correction. A skilled pilot would feel the course drift and react to correct even before the instruments tell them it's drifting. A low skilled pilot takes more time to react and will over correct a bit before hitting the mark much like the current RCS system always overreacts.
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Wheels when braking to generate electricity?
mattinoz replied to THX1138's topic in KSP1 Suggestions & Development Discussion
I could see it for Rover wheels after all it should save weight, parts and charge to use regenerative braking using the motors that need to be there anyway. But it should be a fairly high tech rover wheels. -
As much I'd love to explore Kerbal's history of flight I think it would be more than enough scope for a whole new game in it's own right. Specially seeing they need to put a lot of work into Kerbal lots of new airports and cities, places to go, sights to see. Ground and runways would need to have texture and grip not just colour difference and crazy bumps in the middle of them. If there is going to be a corresponding career mode expansion then i think it would be a very different play style to KSP and maybe more like an old school airline/train tycoon game.
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Better orbits
mattinoz replied to DiamondExcavater's topic in KSP1 Suggestions & Development Discussion
Do people deal directly with this in real life or is it mostly handled by automated systems? Either way I'm happy to believe that there is a Kerbal in the tracking station dealing with this for me and part of the mass of the craft is there as fuel. -
Well not yet but i've been hiring pilots for "special projects" (while learning the new aero) on an equal opportunity basis.
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At the risk of being ignored... You have the Download links swapped over.
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Tried it tonight the Airbrakes stay orange with debug colouring while everything around them is bright yellow. heatConductivity = 0.06 // half default seems to the main difference to wing configuration. They do seem like they aren't conducting the heat as fast as other parts. To bad it does look cool to have them on there.