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Everything posted by Knaapie
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@Capt Snuggler Shouldnt nr 5 slightly increase in thrust over time ? Hehehe forget i mentioned that.. I like the idea! Even seen someone mod it on youtube. It will help a lot for not going too fast at the end of the SRB burn
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Buying the island runway in career mode
Knaapie replied to Mr falcor's topic in KSP1 Suggestions & Development Discussion
yes, because realistically speaking commercial airlines is a thing in KSP. -
Buying the island runway in career mode
Knaapie replied to Mr falcor's topic in KSP1 Suggestions & Development Discussion
Yes ! would be cool to start of small, with the old stock parts next to you. -
Buying the island runway in career mode
Knaapie replied to Mr falcor's topic in KSP1 Suggestions & Development Discussion
So you dont really have a reason... alright, idea discarded. /edit: i'm being harsh because you're changing the idea of the topic, without any reasoning, you're giving your own idea without "recommending" it. I'd even go as far to say, that this would work out for your warfare games. and is the actual reason why you'd like it. That would make this a mod orientated comment, completely off-topic for the stock game. -
Buying the island runway in career mode
Knaapie replied to Mr falcor's topic in KSP1 Suggestions & Development Discussion
sorry for being scarcastic, but what would you do with that? Choose the second runway to better land against the wind? -
Buying the island runway in career mode
Knaapie replied to Mr falcor's topic in KSP1 Suggestions & Development Discussion
haha,, Well yes it is a bit silly, doesn't make it a bad idea though. The flaw in the current career mode is that after upgrading the entire KSC, you have an abundance of resources. This might be a bit off topic... but.. What if owning more properties would bring more monthly maintenance costs.. Yet owning more properties will give you more reputation benefits for harder more feastable missions.. Also a bit far fetched but there could be something there. -
Story mode
Knaapie replied to Madscientist16180's topic in KSP1 Suggestions & Development Discussion
Feel the wrath of Rath ! Sorry m8, we've seen better stories. There is something to be said about making Story lines easier to mod. That would be too much off topic to go into here. -
Buying the island runway in career mode
Knaapie replied to Mr falcor's topic in KSP1 Suggestions & Development Discussion
Rofl.. Sounds fantastic.. But what were you to do with an extra runway ? anyone ? "Would be nice to see options for multiple space centre sites to. " ~ Mr Falcor Is already downloadable m8 -
For when KSP in multiple languages?
Knaapie replied to adjudantloic's topic in KSP1 Suggestions & Development Discussion
No I dont, you do fine here.. keep it up and dont use a French translation. /edit.. You're from Belgium btw, my neighbour, how are you? old enough to drink a La Chouffe with me ? ^^ Or do we have a Language issue when we do? cheers edit 2: Btw, I'm willing to translate anything into Dutch for you.. If that helps.. just send me a message on this forum edit 3: If that doesnt help, please send a letter to your minister of education. He is failing the citizens in his country -
For when KSP in multiple languages?
Knaapie replied to adjudantloic's topic in KSP1 Suggestions & Development Discussion
Honestly.. The french and Spanish should just learn the main internet language. It will greatly improve their lives when they do. btw. I dont think I want to do this: But ill do it anyways.. Check for mods on curse. I've seen translations there edit: @adjudantloic I've seen too many French refusing to learn or speak the main business and internet language while they can, to not be interested in this topic. tl:dr. je m'excuse ^^ The Spanish are different, they are willing but got left behind by a dictator 40-45 years ago. -
When your computer can calculate the lift-off from kerbin, it could also generate some cute features when you arrive at a body with 1/3 of your parts.. I applaud the idea, wouldnt want to make ships flip over due to geysers, storms or earthquakes. Lets keep the Kraken at bay shall we? I would love the features to have something to do with understanding a planet: Why is there a constant sand storm like on Jupiter ?, A small ice pond on the mun's poles? Water canals or wind erosion on duna ? Why is there water on Laythe? Shouldnt Tylo have an atmosphere? There are many examples on mysteries to be explored, While giving all bodies in the system a unique story, players will learn about space exploration. Career missions could be more focused on trying to understand these bodies. The science instruments we have, should be brought along for something more than "gain 30 science". Perhaps even Dress could be made interesting ? ^^
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The contract briefings...They suck.
Knaapie replied to cubinator's topic in KSP1 Suggestions & Development Discussion
I basically already had a similar mission. Launch a station on ike We found strange seismic activity near station ike, go investigate (my station had a science roover, yay ! no, it doesnt come from here no, it doesnt come from here no, it doesnt come from here no, it doesnt come from here found the anomoly. (2h of driving later) I like your idea better .. Yet.. the contracts seem to be improving ^^ -
The contract briefings...They suck.
Knaapie replied to cubinator's topic in KSP1 Suggestions & Development Discussion
Basically the whole career is more like a skeleton framework to later build upon, than a finished product. Further filling it in without a grand plan would require to redo it later on. It seems like the grand plan isnt there yet, or will never come. I have to add that there are small improvements easy to be made. The station expansion has been a great small idea to improve the career. We can now build upon earlier missions!. We need more of those. Or great ideas for a complete overhaul for the career. I'd like to see planets having more unique features to investigate.. Why is there water on Laythe? on this seemingly cold planet.. Bring thermometers and seismic accelerometers, to answer few questions and find out more to investigate. Giving each body their own story and teaching ppl more about space exploration. Contractors could have their own story as well. Flood dynamics might be interested in Eve or spashing down water crafts (get water speed records on Eve ^^). Doing missions for them would guide you more to this type of playing style. While others might give you SSTO challenges and Experimental Engeneering crashes their crafts around the solar system.. But again... I dont seen how you can write these better stories without having a final form for the career mode. -
The contract briefings...They suck.
Knaapie replied to cubinator's topic in KSP1 Suggestions & Development Discussion
Lal, they should write all the contracts in comic sans !! yaaay ! -
Expand "hack gravity"
Knaapie replied to TinfoilChef's topic in KSP1 Suggestions & Development Discussion
The simulator within the simulator.. That's kinda funny. In a game, where Kerbals use tail fins lying on the side of the road, slap them on a rocket and go to space with them... I'd say the Squad wants you to fail, crash and burn on different bodies in space. @AlamoVampire please don't neglect something because "you are not a coder". Especially something this easy. It fulfills your wishes right now!! If you don't do it, I'd say you don't want it badly enough. peace out. -
Expand "hack gravity"
Knaapie replied to TinfoilChef's topic in KSP1 Suggestions & Development Discussion
^^ So you got a gravity hack, infinite fuel and you want to hack more?? ^^ There are ways to edit save files and bring ships into orbit anywhere, there is a mod for this as well (forgot the name) Can someone provide some links? (edit: hyper edit !) These features are easy accessible for alpha and beta players. And would more likely be removed than extended... sooo.. be quiet -
Well, yes the game is pretty hard at the beginning of the career, especially if you want to skip mission grinding at Kerbin,. Even harder if you want to skip science spamming at Minmus (for the tiers you're missing). There is a balance in the career that could be improved. Especially when we talk about the abundance of resources in the mid/late game, imo John Jack is right about that. This actually starts at Duna missions, the first time where you have an actual choice in engines. New players will and should overbuild, but will definitely do research on engine characteristics (they do want to get home ^^). Which is part of the game . Some of those new players like the calculations and perfection, while others just want to build monstrosities and wacky inventions. I would almost like to know how you think the career fails both player types and how can we work it out for all (or most) players ? I'm somewhat in between the monstrosities and perfection playing style. And I just think 1.875m parts are cool and should be added for aesthetics. Nicely balanced needle rockets is the perfection ppl seek and this size is missing to enable that in some situations. I do not yet see how i'd use them to land on any body other than tylo or Eve I also cant see how a 1.875 SRB would do much more than reduce the number of parts and make it look better. But I'd definitely vote for a bigger NERV or ION engine (also to reduce parts)...So perhaps even for the 1.875 SRB ^^ So yes do it!
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Exactly, and that is where you need to get creative. Do you use radial SRBs ? or fit 2 engines under there? How creative can I be with the few parts that I have. How can my building techniques improve to resolve this issue? Imo THAT is the core of the game, and what I love. I dont care about recreating a shuttle, I want to create my own inventions... Yet I understand that ppl do want this, especially in a game like Kerbal. I see the gap between the engines and yes, landing on the moon and getting back early in career isnt too easy with 30 parts and low tier items. Adding these parts would make landing on the mun as hard as lego. I dont know If I'd want that, yet, on a tier meant to be researched after you land on the mun, I would applaud it: more parts is more creativity later on. So yes, add as many parts as ppl would love to see. But imo there is a charm in not having parts early on. Making the game hard on purpose and thereby demanding creativity. We choose to go to the Mun! .. We choose to go to the Mun in this decade and do the other things, not because they are easy, but because they are hard; because that goal will serve to organize and measure the best of our energies and skills, because that challenge is one that we are willing to accept, one we are unwilling to postpone, and one we intend to win .. ~ quote of some random guy ~
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Lol, you really got the point. And glad someone enthusiastic for this idea makes it. It looks to me that most of you guys really only need this one part. One should be easy to add. And judging from the likes you give eachother, the demand for this one part is pretty high ^^ Imo this is the time to use the info from this topic and write something nice here: The topic where all the new part ideas are gathered. pce
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I like what Angel-125 did. It looks amazing.. and the mk1 hitch hiker cabin can be useful and the adapters look so much better. Thankfully these things have suggested over and over and have become parts in the common suggestions links. The same thing can be said for the 1.875 parts, they have been suggested over and over and the OP has made his point in the common suggestions links as well. Well done. So.. the subject has had its attention. and yet, here we are again.. Trying to inspire Squad to fulfill an "ultra late game" need: "aesthetics". Because something looks different in real life.. for this reason the OP is directed towards tweak parts, There are simply too many real life craft to be made with a hand full of parts. This doesn't mean these parts will never be a part of stock. Squad is sensitive for what their fans would like to see. And this would create some new variations for rockets, it allows a 2 manned crew cabin and fits in the same place as the newer space plane parts. I also liked how Angel-125 created a shorter research lab (the stock lab is a bit long). I'd almost like to see how it would work in early career. All good stuff. But for now: use tweak parts. And note that this already is a commonly suggested topic. Squad is aware of this idea for a long time.
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Always happy to solve every issue in this topic /edit: Yes the rocket parts could use an update, not to be able to create real life rockets, but for balance issues. That is what the focus should be on. I understand the urge to replicate real life (or even star wars), but please understand that it is a never ending wishlist, completely solved by tweakable parts.
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Empty seats warning
Knaapie replied to gasper002's topic in KSP1 Suggestions & Development Discussion
lol, that's kinda cute. I have some standard action group commands, i might give it a try -
Empty seats warning
Knaapie replied to gasper002's topic in KSP1 Suggestions & Development Discussion
saw that too. it partially solves it. In a multi seat pod the message goes away when one seat is occupied. Could be misleading for some missions. -
Empty seats warning
Knaapie replied to gasper002's topic in KSP1 Suggestions & Development Discussion
that's all too specific.. I get the frustration. In general there seems to be a need to check more craft requirements before launch. The "engineers report" was meant to do this and it has been a nice added feature, but we want more.. We would probably not be happy after the added tourists requirement, we also want to see if our craft needs docking ports a science module or whatever your mission tells you to bring along. I am opposed to creating pop-ups, because too many would be needed, and the way it is suggested, this pop-up would pop every time you have a tourist mission active and a empty seat on your lander/station or rescue vessel. This would create a lot more topics from frustrated players on this forum But perhaps we could look at the bigger picture.. like: We are building crafts for specific missions.. so.. what if we could select the mission we are building for and check if all mission requirements are met while building. This could be in the "engineers report" or a new button: "mission checklist". Perhaps be able to select multiple missions for one craft. Only now, after you have purposely selected your craft's requirements, you could potentially add a single pop-up when your checklist is not complete. peace