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AlexTheNotSoGreat

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Everything posted by AlexTheNotSoGreat

  1. Holy cow, I hadn't even noticed how expensive the later nodes get. Sounds like that'll help incentivize more interplanetary missions.
  2. Oh I know, I'm merely saying that if they have a game plan, they should rethink their way of conveying it.
  3. 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.
  4. 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.
  5. 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.
  6. Or maybe the mag-boots were magnetized to literally every surface by accident.
  7. [snip] It's almost like some bugs are much harder to fix and/or are more fundamental issues in the game than others.
  8. How low is your ship's TWR? In my case this happened with a TWR of 0.02 but didn't on ships with it being above 0.1 or so. My guess is that it doesn't want to accidentally provide impulse if it measures a low acceleration from something like an RCS attitude adjustment when you enter warp.
  9. I'm just curious what has happened to Jool...
  10. The sunflare's not working properly in 1.3.1, its the thing where both the stock and scatterer sunflares are overlapping. I assume this'll be fixed soon
  11. Have you considered getting RealPlume patches for these engines?
  12. 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
  13. Have you considered RealPlume-Stock support for your mods?
  14. Have you considered RealPlume-Stock patches for the engines?
  15. 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.
  16. Hopefully this DLC becomes public within the next month, I'd like something to go with ONI for my birthday!
  17. 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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