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Waxing_Kibbous

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Everything posted by Waxing_Kibbous

  1. OK devs, keep the train going. The community love is flowing, lets keep the momentum up. Ap/Pe readout in craft view, as well as radar altitude. Easy to add, big payoff for players. This is an easy win. Some sort of transfer window planner, either by feel or raw numbers. By feel I mean showing a color gradient in the orbits in the control center, otherwise a proper planner a la TWP, or a guided approach like KAC. You have the coder on staff already, should be straightforward. An unlockable progression in career mode is perfectly fine. This is a big stumbling block to leave the Kerbin system, helping the player a bit is pretty important. These three things on top of dV would complete the obvious data needed by players in game. Let's get this stuff in stock and move on to more interesting stuff!
  2. There are some solid mods that cover it already, but an official LS+Habitat expansion would be pretty cool. LS can be interesting, I think USI-LS has some good concepts and great customization for any level player. Add to it a mod like Earn Your Stripes where you can make orange suit vets and you get even more interesting play, for instance you can set veterans to be unaffected by hab time . LS should always be an option however!
  3. Some neat hands on orbital mechanics exercises https://www.sciencefriday.com/educational-resources/scale-solar-system-orbits-and-satellites/
  4. @theJesuit do you have any plans to do the simplified version again, or even better does the old one still work? Great to see this mod updated!
  5. I'd love to see the science be more like science, many of the instruments give specific data already, I'd like to see more proper data collection happening as opposed to simply running an experiment once. Eg. something like graphotron, or some long term science experiments. It'd be cool to be able to see the results as well, people could compare their research.
  6. Looking for fair settings for these values, something where colonizing the outer planets would be feasible: // quality-of-life settings IdealLivingSpace = // ideal living space per-capita in m^3 ComfortFirmGround = // firm-ground comfort factor ComfortExercise = // exercise comfort factor ComfortNotAlone = // not-alone comfort factor ComfortCallHome = // call-home comfort factor ComfortPanorama = // panorama comfort factor
  7. Kerbal racing man! Have some cool driving/flying courses designed nicely into the planets, add some faster wheels/high performance parts, etc. The courses would have rings/mandatories/start/finish that are only visible when a race mode is toggled. Racing!
  8. If we are going to dynamically load planets I'd be happy just giving the current ones some more personality- hand made geographic features, more stuff to do, danger, interesting parts, etc. You know, things you would see in a game. If you have a hundred planets to explore that have 8-12 biomes and all you can do on them is build a base, plant a flag, and get science what's the point.
  9. USI-LS has a great system to bestow certain benefits upon veteran kerbals, and Earn Your Stripes has a great system to create vets. Perhaps look into these to add some value to your crew.
  10. Not long ago it was either buy a game and have it run clean, or get it for free and you are the product (not counting the many great FOSS projects out there, just the skeevy ones). Now companies want to charge you and make you the product? No thanks, I didn't need the DLC that bad anyways. I paid the full $40 for this game but now they want to reserve the right to data mine me- lame.
  11. Hey it's Marvin from Rimworld! Hello Marvin! Any plans to mod KSP?
  12. As the kids today say: wat. There are plenty of people here (including me) that tested and reported bugs/gave feedback during the beta periods, I recall the 1.2 beta being particularly fruitful. Some of us masochists actually enjoy it. IMO the freestyle nature of KSP kind of demands a pretty chaotic testing phase- having testers "that know what they are doing" is not always the best route because they can stay in the same patterns.
  13. Squad has a great QA team right here in the community that they used for 1.2 and 1.3- what better way to stress test your software than with a community who abuses the software way beyond any dev's intentions. I'm not sure why 1.4 didn't get the same treatment.
  14. Honestly, if one was playing career mode on normal difficulty you could have plenty of male and female kerbals after the first 8-10 missions between hiring and rescues, it becomes a non-issue pretty quickly. I generally prefer hiring females because I think the models look better, the male kerbals sans helmets kind of bothers me... I also play with EarnYourStripes for the ability to earn orange suits, an idea which has been suggested here. As far as adding 2 more kerbals to the start game, IMO maybe a bit of a balance issue but at the same time as I've mentioned building up a crew early on is pretty easy anyway so it won't make any difference in the long run. Seems like the issue people have is with motive, adding because feminist rubs some the wrong way, adding because more fun and personality is my vote.
  15. Aawww yeah, looking forward to this! One thing that I'd like to be able to toggle off is the habitation/mood penalty, is there a way in this new version? or perhaps some OPM friendly settings?
  16. Just to add to the tip concerning creating an adjustment maneuver node halfway to the Mun: these will generally be very short burn times, I find it helps to adjust the thrust limiter on the engine to about 10% before the burn. Just remember to set it back to 100% afterwards!
  17. This drives me crazy as well, the info is available you just have to constantly screw around to see it. I highly recommend Dmagic's Basic Orbit mod for this purpose. The thing that got me hooked on this game was the little rush of accomplishment- getting into orbit for the first time, landing on the Mun the first time, etc. It was fun white knuckle play. Later on I tried KER, which is an impressive bit of software, but things became too formulaic for my tastes- having missions be guaranteed to work became less fun than playing a game and trying to be good at it by exploring and failing so I stopped using KER. If dV/TWR readouts get added eventually I hope they are optional.
  18. About to give this a go, I'm curious if my experience would be better (aka challenging yet still fun) if I used a bigger solar system, like 2.5x, or if these parts are balanced for the stock size system. I also have OPM installed. Thanks!
  19. Kerbal Kart, add some discreet rally race tracks for land driving as well as some arches and other rock formations for flying. Have a track or two on each body. Add some high performance wheels and engines. Let users make tracks, have official races as challenges.
  20. I feel like I have asked this before, but could I trouble for that code snippet? I know you are a stock only guy, but custom barn kit can be used to adjust this: @CUSTOMBARNKIT { @ASTRONAUTS { @unlockedEVAClamber = 1 @recruitHireBaseCost = 10000 @recruitHireFixedRate = true } }
  21. This is such a difficult thing to wrap one's head around. If you take an honest look at your internet life in general (from a US perspective here) there is no such thing as anonymity or even security- many large entities who have your info that you have no control over have been compromised already, including Steam. It seems that many mobile apps want access to folders that have nothing to do with their main function, or at least could handle it in a less skeevy way. If you don't have a facebook account they still have ways to monitor your activity. It's an ugly mess that is really hard to avoid. That being said, that's no excuse for a company to engage in shady (or broadly generic) practices or for users to accept it as the norm. It'd be refreshing to see more projects that use respecting user's privacy as a selling point. They already have plenty of info just from a user purchasing and downloading, why do they need an open door "just in case" to anything else? The obvious answer is to cover their a$$ legally in case the software has some major holes, but it still doesn't sit well.
  22. It should be in the game, and it should be an option- some want exact numbers, some want to figure out the numbers on their own because its fun and immersive to them, and then there are those of us who like to wing it. While we're at it lets fix the burn time calculator, have a Ap/Pe readout in the flight screen, and have a simple transfer window planner...
  23. I'm not mad that modders may take a bit to update, it's perfectly reasonable. I'm more annoyed that they have to update in the first place. I wish the API would be frozen for a few versions, or some other solution that would add some better long term stability for UMC (this is a blanket statement for any software that has UMC btw). I've yet to see a project that didn't break stuff on update though so I doubt it'll happen. I'm also annoyed that so many projects require mods to round out basic needs and QoL features. But the modding community itself is incredibly creative and awesome
  24. Funny that I was just talking to a coworker yesterday about the old school lasers (HeNe I think) that I wanted as a kid- I did my science fair project on lasers in 6th grade! I loved the Edmund Scientific catalog as well, lenses and magnets and lasers man. I also scored a Frey scientific catalog which I think had a bunch of chemicals, one of them being straight caffeine which I thought was amusing, but actually pretty dangerous. I'm sure many here also had the Radio Shack electronics sets with the short wires that hooked into springs
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