Jump to content

yorshee

Members
  • Posts

    438
  • Joined

  • Last visited

Posts posted by yorshee

  1. Stock dV (and TWR) readouts were probably the one feature of 1.0 that I was most looking forward to - and I was super disappointed when it was seemingly forgotten about. I haven't heard anything about it in months now and I'm worried it's been scrapped. In my opinion this is something essential that needs to be put into the stock game asap...

    I want to know the forum community's opinions on this, as I know lots of other people were looking forward to it too. I have some rebuttals for common reasons why this shouldn't be included in the game too:

    1) These confusing numbers will confuse new players too much.

    Yeah, it probably will, which is why it doesn't need to be in some huge window like how KER does it. A little section in the bottom of the Engineer's Report is sufficient - not too in-your-face to scare away new players, and the info is still there for us folks who would like to see how far our crafts can go without a spreadsheet or a mod...

    Plus, KSP already has tons of confusing lingo that might dissuade new players, such as engine specific impulse, planets' mass, area, escape velocity, and gravitational parameter, and even the delta-V required to perform a maneuver (why this but no dV for the craft itself!?) - a lot of this information is totally useless (and a bit daunting) to new players yet it's still in the game anyways so this is no excuse to not have stock dV readouts.

    There could always be a new tutorial fitting into the game that explains what these numbers mean, too.

    2) It would be impossible to fit into career mode.

    Not at all! I'm not a fan of how KER does it where you can just slap on a part that you get at the start of a career save and you instantly have all the data. You could get the dV readouts in-flight by having an Engineer of a certain level in your roster, or by having a high-tech probe core (which is how KER also does it, though with KER the Engineers can be any level), or you could have this info in the vehicle construction mode by upgrading a building to a certain level, which is how maneuver nodes and patched conics are given to you in career. I'm not too sure which building would be the best choice...the VAB/SPH itself, tracking station, mission control, or the R&D building? Maybe a combination of the three!

    You could get different references for TWR and atmospheric drag losses, like how KER lets you toggle between atmospheric and vacuum modes and also lets you change the planet you're getting your TWR for. This could be accomplished by performing a gravity scan and atmospheric pressure scans with the GRAVMAX Negative Gravioli Detector and PresMat Barometer parts and transmitting/recovering the data.

    3) I can play fine without this information.

    Ok, that's fine, but you probably only got there with a LOT of trial-and-error, having to scrap lots of missions because they just didn't get far enough. This is terrible for career mode because you could put your entire budget into a craft that you were hoping could accomplish some contracts on Tylo, only to have it all thrown away because you underestimated the amount of fuel you needed to land there. It's incredibly demotivating and I think this will drive off a lot of newer players more than having some numbers in the corner of the screen.

    What is your opinion on this? If you still don't think it should be in the game, let me know why you think so.

    (posting this in General KSP discussion because it isn't a new suggestion/feature, I just want to know the community's opinion on this)

  2. I often get inspired by Robbaz's complex starships and carriers, but when I try to build one myself, my old crappy computer is the thing stopping me from even getting these things into orbit - my FPS is awful with these huge crafts and they're so big and unwieldy that they often wobble themselves apart, even with KJR.

    I need to invest in a better computer, and maybe use the welding mod more.

  3. Camera Tools is another alternative to Kerbcam, I dunno the differences between the two though - I just know that most video-makers use both.

    Beautifications mods can make your game look prettier for screenshots and videos too - E.V.E., Distant Object Enhancement, and Texture Replacer are the main ones.

  4. Could you post your save file here? I've never come across something like this, and it would be useful to test it on my install.

    EDIT: In the meantime, you could open the debug menu by pressing alt + F12 and clicking 'hack gravity', and then reload, so when the object appears floating above the surfce, it'll just stay there, and won't fall back down, giving you time to grab the part/rescue the Kerbal inside.

  5. IMO there should be something like this in stock.

    Probably working in the same way as the Orbital Ore survey but using a different part naturally. The 'Narrow Band' version could show better accuracy and anomalies too.

    When the first preview images of the narrow band scanner were shown, I originally thought it was for scanning the planets' heights. I was pretty disappointed that it just shows ore deposits with more accuracy.

×
×
  • Create New...