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KSP2 Release Notes
Everything posted by mattinoz
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Squadcast Summary (2015-03-28) - Back With A Bang Edition!
mattinoz replied to BudgetHedgehog 's topic in KSP1 Discussion
How about kerbalising it "okre" Although that then seems like Ocher. -
If your happy for a combo of mods and revert to save to be your co-pilot then you don't need to learn that much at all. That being said the more you play the more you want to learn it's sneaky addictive like that.
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A long while ago, in dev note far far away there was a suggestion by Squad they were looking at an torrent based in game mod delivery system. There hasn't been any news of late regarding this but I wonder if it isn't something Squad should looking at to solve a number of issues with the current game. Problem 1) rounding out parts - It's seems no sooner is a suggestion made before the comment is made "there is a mod for that" )or even that on the what not to suggest list.) There is and lots of them are brilliant, if mods had an official channel that was even easier to use than the current system to me there should be no qualms with using the good mods. We've seen the great work various people have down working with the in house team already, this could offer them a way of extending that working relationship. It would seem to me that the new VAB part organisation may help in this regards as mods could be treated as part companies. Squad could also treat the stock parts as a mod companies that could then tweak parts as they want and push them out outside of regular update. Leave the updates for the core of the game code. Problem 2) part test contracts are boring and grindy. Why because ultimately like satellite contracts they are just meaningless ways to get funds, they don't build the main storyline or a story arc. There might be a bit a challenge in them but that wears off quickly. So what if part testing was a beta testing system for mods before installing, instead of just randomly generated? A modder could register to deliver mods on the stock system, part of that mod pack would be test contracts. When the player hits the run test button the part runs some test code and game monitors say frame rate or other measures to see if the part passes or fails. Pass or fail the player gets the contract funds. (in sandbox you could search any mod and just use it including hit the run test button at random times just for fun) Mods could have a reputation score, as they pass tests they get a higher reputation the higher the rep the more players get offered the test contract for the mod. To me as a player these contract them have a purpose not just to me but to the community. Which take out a lot of the grind. Also it opens up a vast amount of game scope meaning mod parts might need to introduce new contract types with new challanges to replicate certain bugs. Just something that keeps coming to mind wondering what others think now we are getting close to release.
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I thought those are the controls for the inflight entertainment system?
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Then Return to Kerbin before learning how to change the tire. Edit: Now I know why people are always asking for help to change a tire. They've never been to Minmus.
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Career because it's the Developers vision of what the game is, sure it needs work but it's still fun to have the restrictions/challanges. Sandbox for just plain mucking about having fun, testing ideas before spending money on them in career, practicing interplanetary transfer, etc. To me ideally there would be a simulator building in career mode that let me go into sandbox mode. Let me do mission planing including working out which science nodes to unlock and setting a budget. Run training scenarios that could reflect in kerbal skills at a discount and only after there is a Kerbal with earned skill to lead the training.
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They are all so good that little details in them jump out and annoy me.... Like why do all the passengers have flight controls? Could they get Screens on the back of the seat in front so they can play KSP on long flights? And where do they keep their helmets in easy reach if someones goes EVA out the hatch?
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Hopefully with the new Aero looks and functionality should align as they do in real life.
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Should Jet engines be rebalanced?
mattinoz replied to quasarrgames's topic in KSP1 Suggestions & Development Discussion
Bigger range with more realistic power would be my vote, no need to go fully realistic it is KSP after all. To me there should be a couple of options added each end then balance then out between. 1)a tiny (0.625) basic jet. 2)after burner option for just a bit more kick on take-off and you'd only be able to run it for 30sec or less before overheat. -
So there was a sneaky repost 18mins after the original then to try and make the date clearer?
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April 1st is in about a week and a half as well. Is the forum update a big joke?
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Parts fabrication building?
mattinoz replied to Arugela's topic in KSP1 Suggestions & Development Discussion
Yes please... this has been a long term wish of mine. Would be great if tied to subassemblies. even better if parts weld in to a single stage unit. Also would love to be able to go and edit a subassembly already in use on a craft and have it update as the craft is loaded into the VAB/SPH. Like using symbols in a CAD program. Fully custom shape parts or custom texturing would be icing on the cake. -
Exactly our visual system is all about patterns, so looking right is fitting with the pattern of what we've seen works. Only in the broken (hopefully old) aerodynamics of KSP could ugly be considered efficient.
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Yep add 6th here for a highlight colour for unlocked parts with test contracts. Also while we are at contract interfaces in the VAB/SPH could we get a checkbox to hide contracts that we don't intend to meet in the current mission. That list can get awfully long if your just trying to grind a couple of contracts to get some Funds. Or your coming up on a transfer window and want to filter out the grind so its just Duna contracts.
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I'd be in support of this. Your potential rebuttals adds another question / possibility for crew movement... Why aren't docking ports also airlocks? (and the most obvious answer is KSP just doesn't care about decompression. I do but the game doesn't.) Maybe not all of them Mk2 inline type seems the prefect thing for adding a low hatch to a space plane so you can get out without killing* everyone inside who isn't wearing a helmet. *Except they don't.
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Curious.... What would be different or needs to unbroken with a different engine? I assume most of the graphic style is a choice by the designers. Including that retro 80's bad font that all games seem to love. (seriously i'm surprised they haven't gone as far as untrue decenders). Multi-tasking I can see how that would be very useful to Kerbals then again if they get that with Unity 5 surely that is a small leap (KSP 1.5 sized leap) than a different engine altogether. For all the talk of new engine I always wonder.... What problem do you want it solve? What opportunities do you want it make?
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the lead time on bathroom tiles can be very long so at times you do build a house by worrying about bathroom tiles before you even break ground. Still.... To to me cities and development are an important way to build the back story of kerbals. I mean the whole of human history is laid out in Google earth. Kerbin is a blank slate with a space centre dropped unceremoniously on an equatorial shoreline. not that it has to mirror human development but it should build a story. So I can see why squad would wait till after 1.0.
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New aerodynamics and clipping?
mattinoz replied to Der Kosmos's topic in KSP1 Suggestions & Development Discussion
Didn't they say that cargo bay occlusion works differently to part shading drag? i wonder if they could a mechanism similar to solar cell shading.Have a unseen grid of lights on the prograde edge of physics bubble. Any part exposed to the light would produce drag the same as a solar cell produces power. Thicker atomsphere stronger light more drag. The more surface area a part has the more drag it can produce unless you point the pointy end toward space. That's at my thinking anyway but probably full of holes. -
Contracts and Administration Strategies
mattinoz replied to Claw's topic in KSP1 Suggestions & Development Discussion
Can the admin building have a zero tier with just the pool and no access to strategies at all until upgraded? I think contracts would be better if they could exist outside the physics bubble, opening up possibility for long term contracts. Like monthly payments for keeping a satellite and space station powered and active. These long running tailing contracts would need there own area so they don't stop you taking on initial and storyline contracts but to me this would improve the system greatly. Then again I think most areas of the game would be improved by being able to do stuff out of the bubble. -
I think the tech tree will be significantly deeper, longer and more about making the right choices for your next mission in the release compared to pre release. During testing you want to people to play thru quickly so a shallow tree makes sense for testing, for the game release you want long play and replay ability. To do that they need us to choose our own adventure which leaves us wanting to come back and make different choices.
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I certainly hope so.... Interestedly one of the main features of RoverDude's Regolith resource framework is that it works when the ship isn't focused, and now he's working with Squad at a time they are working on Resources. So say they rebuild science on top of top of this new resources framework then allow for science over time. That to me could go along way to varying science collection from click button at the right time. This could open up the scope and range of science challenges in the game. To me addressing click science would fix the main shortcoming of the career game. Seeing 1.0 is apparently going to fix most of the others already I hope we see some science love. Opportunities like say collect continuous temperature data between these two points. or collect data from opposite sides of the same body at the same time. That and well Cameras would be good too.
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Recovering a lost Kerbal from orbit
mattinoz replied to spacedoctor42's topic in KSP1 Gameplay Questions and Tutorials
I haven't tried this but I might for fun unless someone response that it doesn't work. Could you send up one craft without space to transfer and well just bump gently into the stranded craft like docking but without dock clamps, then fire the engines to push the periapsis of both below 40km? Both pilots go home in their own craft. -
Procedural fairings -> procedural wings?
mattinoz replied to cpast's topic in KSP1 Suggestions & Development Discussion
Have to wait and see how fairings work but yes I was reading Harvesters description and thinking it sounded like it could work for custom wings as well.