AlexTheNotSoGreat
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KSP2 Release Notes
Everything posted by AlexTheNotSoGreat
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KSP2 Tech tree and For Science! VAB (and analysis)
AlexTheNotSoGreat replied to Strawberry's topic in KSP2 Discussion
Holy cow, I hadn't even noticed how expensive the later nodes get. Sounds like that'll help incentivize more interplanetary missions. -
Where's Gene and Wernher von Kerman?
AlexTheNotSoGreat replied to Lach_01298's topic in KSP2 Discussion
Meanwhile Bill, Bob, Jeb, and Val: -
You promised us communication, where is it?
AlexTheNotSoGreat replied to RayneCloud's topic in KSP2 Discussion
Oh I know, I'm merely saying that if they have a game plan, they should rethink their way of conveying it. -
You promised us communication, where is it?
AlexTheNotSoGreat replied to RayneCloud's topic in KSP2 Discussion
Intercept should really look at how the Factorio devs are presenting their content plans. Minimal secrecy, minimal hypotheticals, trying their absolute best to explain how a feature is implemented and why they chose that route all the way down to showing every UI and edge case. Considering it's already gotten me hyped for the game's DLC without even going into the primary DLC content, I'd say it's a good strategy for both getting trust and hype from a community. -
Because some bugs, like the orbits decaying or wobbly rockets or absurd GPU usage from the terrain, are at the foundation of the game and should've been addressed before more content was introduced.
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I think a mod like snacks is a good way for a stock life support system to be approached. The mod only adds 3 new parts and 2 new resources simply for storing large amounts of snacks and soil (the waste product), but otherwise works perfectly with the stock game since it uses existing crew modules and the MPL for recycling waste and using ore to make more snacks. There's plenty of options per save file for tweaking the consumption rates of snacks, the penalties for not feeding kerbals, and the effectiveness of soil recycling. I'd also like to point out why I think life support is important for the stock game; an incentive to think more with crewed missions. As it stands currently, it's a better idea gameplay-wise to simply send kerbals on one-way trips to planets instead of using probes, since probes need continuous power and comms signal to work. For upcoming content in KSP2, there wouldn't be an incentive to use high-tech parts to get to other planets faster or build large habitats on ships since you could just timewarp for years with a crew that has zero extra living space (this would be within a given star system, since even timewarp would take too long to skip through millennia of going interstellar on chemical rockets). Obviously some players don't want to care about that, and that's fine; just make it a toggleable feature like commNet. But I really think there is a place for a stock life support system, even a simple one, in KSP2.
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Release KSP2 Release Notes - Update v0.1.1.0
AlexTheNotSoGreat replied to Intercept Games's topic in KSP2 Dev Updates
Or maybe the mag-boots were magnetized to literally every surface by accident. -
[snip] It's almost like some bugs are much harder to fix and/or are more fundamental issues in the game than others.
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[1.12.2] BARIS - Building A Rocket Isn't Simple
AlexTheNotSoGreat replied to Angelo Kerman's topic in KSP1 Mod Releases
Any plans for putting this on CKAN?- 571 replies
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- baris
- part failures
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I'm just curious what has happened to Jool...
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
AlexTheNotSoGreat replied to SuicidalInsanity's topic in KSP1 Mod Releases
Oh, had no idea you could do that. Thanks!- 1,508 replies
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- parts
- spaceplanes
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
AlexTheNotSoGreat replied to SuicidalInsanity's topic in KSP1 Mod Releases
Have you considered getting RealPlume patches for these engines?- 1,508 replies
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[1.22, 1.3] Cavran Planet Pack
AlexTheNotSoGreat replied to UranianBlue's topic in KSP1 Mod Development
I'm curious if there could be a toggleable config file that could make this into a GP2 instead of replacing Duna, that would be nice. So far, this is actually looking real nice- 11 replies
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- cavran
- planet mod
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[1.12.x] Near Future Technologies (September 6)
AlexTheNotSoGreat replied to Nertea's topic in KSP1 Mod Releases
Have you considered RealPlume-Stock support for your mods? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
AlexTheNotSoGreat replied to SuicidalInsanity's topic in KSP1 Mod Releases
Have you considered RealPlume-Stock patches for the engines?- 1,508 replies
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The worst I can imagine with the "DLC v. Modding competition" is a situation like that of Cities: Skylines. And with them, there was a healthy mix of good DLCs (After Dark, Natural disasters, mass transit), traces of their content entering the main game, and a noteworthy modding community (Maps/building assets comparable to planet/part mods). With KSP, I imagine big mods (on the scale of USI Kolonization, To Boldly Go, or KSP Interstellar) being able to become DLC. However, with more time and skill available to T2 than the mod devs (not to insult Roverdude or anyone), plus access to the full KSP code, any DLC could easily provide much more than even those mods mentioned, including proper integration of certain plugins and continued support (no need to update ModuleManager or Kpernicus with every update, or worry about the mod being discontinued). The community would still have the ability to produce mods such as individual planet/part/visual packs, but the big ones could be done as the new DLCs that add perhaps much more than any one modder could accomplish. If anything, don't try and panic about potential C&D letters to a modding community much bigger than even GTA, or a modding system already hardened into the game code getting removed.
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- kerbal space program
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Hopefully this DLC becomes public within the next month, I'd like something to go with ONI for my birthday!
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- expansion
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If you have the time, could you make a standalone mod that adjusts science values to what you've done? That is, all experiments are either full transmission value or none at all. I would like that
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[WIP] [1.1.3] Realistic Kerbol System
AlexTheNotSoGreat replied to ProtoJeb21's topic in KSP1 Mod Development
Any updates on this mod? -
For more instruments, this is what I was considering
- 20 replies