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Everything posted by SBKerman
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The point is, a lot of management functions were added, making at least career mode management oriented. Whether one considers career part of the game's core or not is up to personal taste I guess. For me it is, but others will disagree. Yourself included I presume. That's why it's important that a feature such as construction time, if included, is made optional. And no, I don't consider it a useless timer, as has been explained by myself and others in this thread.
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Contracts, funds, a crew roster with stats and experience points, upgradable buildings, science gathering, tech tree progression, the whole idea of running a space program. These all sound like managerial aspects to me. And with KSP2 adding colony administration in some fashion, it could be going even more in that direction.
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I can understand not wanting construction time added out of personal preference. For me its the other way around. I really dislike how it currently works in stock and thus always play with KCT. What I don't buy is the notion that it doesn't add anything of value or that it would scare new or existing players away. Several posts in this thread have presented what I see as good arguments for things that a construction time feature would bring to the game. I won't reiterate them in detail here, but the whole concept of having to plan not only the missions themselves, but also the timing of them, is very appealing to me. I'm sure there are others who feel the same way. Now I know this too comes down to personal preference; what's appealing to me might be appaling to you. However, everyone who wants this feature included seems to agree that it should be optional or at the very least a separate game mode. This, I think, would be an acceptable compromise between those who want the feature and those who don't. Sure, anything new added to the game will inevitable cause bugs and that's a valid concern, but if we shy away from expanding the game because of that, then it will never grow at all. Saying that it's a pointless feature if it can be skipped via time warp is true to an extent, but the same could be said for all other aspects of the game too. By using the built-in cheat menu, quicksaving and loading, or even just playing in sandbox, we can neuter just about every challenge presented to us. The question is, do we? In the end, it comes down to how dedicated we, as players, are to the way we want to play the game. I like the idea of things taking time to build and will adapt my style to that end. Having said that, I can see how construction time with no or few other parameters tied to it or affected by it could be seen as boring and a waste of time. Personally, I think that in order to really get the most out of it, other additions would have to be made as well. Things like life support, parts/craft inventories and maybe even part failures, but that is a whole other topic. As for the idea that adding construction time would somehow cause a substantial loss of customers seems, at least to me, to be based mostly on pure speculation and possibly a hint of projection. I have a hard time seeing how new players, coming in fresh with no preconceived ideas of what KSP should be, would think of this feature as anything other than just another part of the game. If they don't like it, they will just not tick the box that activates it. The same could be argued for existing players who are not interested in this new feature. I think it's fair to assume that most of them would also leave the option off. Of course, this is now speculation on my part, but based on how past additions to the game's mechanics have panned out, I think it's a reasonable conclusion. If the option to disable construction time was not there however, then I'd be squarely on the side of those who decry it. Ultimately, for me at least, it doesn't matter too much if construction time is added or not. I like the concept and would definitely use it, but it's not the hill I'd choose to die on. Especially since there will most likely be mods that provide the same functions and probably more. That being said, I find it slightly arrogant to say that those who really do want this feature added should instead be forced to rely on those mods (and face the problems that come with them), when the feature in question is one that should be fairly easy to implement in stock and one that would be completely optional to use.
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Vanguard 1 Launch the first interplanetary probe to Duna. Date: Y10 D25 Launch site: KSC Launch vehicle: Phoenix 300 Crew: - - - -- -- -- END OF MISSION LOG 032 -- -- --
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I apologize for being cynical, but my stance on this matter is "I believe it when I see it". I'm sure your heart is in the right place, but that only gets us so far. Ultimately, it's the end product that matters, and the world of game development is, like any other endeavour, littered with broken promises. Hopefully, you can stay the course and deliver the game we're all waiting for, but until then, I'll remain sceptical.
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Dauntless 12 Deliver scientific instruments and take three tourists to Tranquility. Date: Y9 D328 Launch site: KSC Launch vehicle: Phoenix 043 Crew: P1 Eilbin, Geoffurt, Tamster, Tomwin Keystone 18 Deliver supplies and equipment to Tranquility station using the new Keystone Enhanced vehicle. Date: Y9 D356 Launch site: KSC Launch vehicle: Icarus Crew: - - - Dauntless 13 Test Dauntless Mk2 spacecraft in Kerbin orbit and take three tourists to Harmony. Date: Y9 D365 Launch site: KSC Launch vehicle: Phoenix 043 Crew: P1 Sarah, Serena, Mabas, Patble Dauntless 14 Test Dauntless Mk2 with Extended Mission Module in Minmus orbit and bring two tourists along. Date: Y9 D421 Launch site: KSC Launch vehicle: Phoenix 044 Crew: P1 Sarah, E1 Seewin, Jalin, Tedton Keystone 19 Deliver supplies and equipment to Serenity station. Date: Y9 D425 Launch site: KSC Launch vehicle: Icarus Crew: - - - -- -- -- END OF MISSION LOG 031 -- -- --
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Keystone 17F Deliver fuel, a docking node and two cupolas to Harmony. Date: Y9 D280 Launch site: KSC Launch vehicle: Phoenix 322 Crew: - - - Harmony Module 9 Add a fuel depot to Harmony station. Date: Y9 D306 Launch site: KSC Launch vehicle: Icarus Crew: - - - Keystone 9F Clear low Kerbin orbit of debris. Date: Y9 D310 Launch site: LKO Launch vehicle: - - - Crew: - - - Serenity Station Ops Second Minmus landing. Date: Y9 D319 Launch site: Serenity Launch vehicle: Spider Crew: P1 Hadlong, S1 Munski Tranquility Station Ops Third Mun landing. Date: Y9 D320 Launch site: Tranquility Launch vehicle: Explorer 1 Crew: P1 Wehrfurt, E1 Madming -- -- -- END OF MISSION LOG 030 -- -- --
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Another fine update. I'm looking forward to whatever you decide to do next, whether it's a new mission log or just more of this.
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Serenity Module 4-1/4-2 Add two habitation modules with integrated greenhouses. Date: Y9 D128/140 Launch site: KSC Launch vehicle: Phoenix 343 Crew: - - - Dauntless 11 Expedition Serenity 2. Date: Y9 D191 Launch site: KSC Launch vehicle: Phoenix 043 Crew: P1 Hadlong, E1 Newbin, S1 Malbart, S1 Munski Keystone 15 Deliver supplies, fertilizer and two greenhouses to Tranquility station. Date: Y9 D224 Launch site: KSC Launch vehicle: Icarus Crew: - - - Keystone 16F Send fuel to Tranquility station. Date: Y9 D228 Launch site: KSC Launch vehicle: Icarus Crew: - - - -- -- -- END OF MISSION LOG 029 -- -- --
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Dauntless 10 Expedition Serenity 1. Test Dauntless Extended Mission Module and continue assembly of Serenity station. Date: Y9 D59 Launch site: KSC Launch vehicle: Phoenix 043 Crew: P1 Glesy, E1 Bill Keystone 14 Bring fertilizer for food production and material for new habitation module to Serenity station. Date: Y9 D91 Launch site: KSC Launch vehicle: Icarus Crew: - - - Serenity Module 3 Add an inflatable habitat to the station. Date: Y9 D102 Launch site: KSC Launch vehicle: Phoenix 300 Crew: - - - Serenity Station Ops Land kerbals on Minmus for the first time. Date: Y9 D127 Launch site: Serenity Launch vehicle: Spider Crew: P1 Glesy, E1 Bill -- -- -- END OF MISSION LOG 028 -- -- --
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Dauntless 8 Expedition Serenity 1. Test Dauntless Extended Mission Module and continue assembly of Serenity station. Date: Y9 D27 Launch site: KSC Launch vehicle: Phoenix 043 Crew: P1 Glesy, E1 Bill Valiant Test Flight 4 Final atmospheric test flight of the Valiant spaceplane. Date: Y9 D34 Launch site: Dessert Launch vehicle: Goblin Crew: P1 Sarah Dauntless 9 Bring three tourists to munar orbit. Date: Y9 D36 Launch site: KSC Launch vehicle: Phoenix 043 Crew: P1 Jeaneane, Helemone, Thomhat, Lodtrey -- -- -- END OF MISSION LOG 027 -- -- -- Thanks! It was my attempt at a Titan III type of rocket combined with Vulcan SMART reuse.
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Explorer 1 Place new Mun lander in parking orbit around Kerbin. Date: Y9 D3 Launch site: KSC Launch vehicle: Phoenix 424 Crew: - - - Intrepid M-3 Send the rest of Expedition Tranquility 6 to the station via Explorer 1. Date: Y9 D6 Launch site: KSC Launch vehicle: Phoenix 000 Crew: P1 Eilbin, P1 Wehrfurt, E1 Madming Keystone 12 Launch Tranquility resupply craft on new semi-reusable launch vehicle. Date: Y9 D11 Launch site: KSC Launch vehicle: Icarus Crew: - - - Keystone 13 Deliver supplies to Serenity station. Date: Y9 D15 Launch site: KSC Launch vehicle: Icarus Crew: - - - -- -- -- END OF MISSION LOG 026 -- -- --
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Dauntless 6 Expedition Harmony 9. Date: Y8 D353 Launch site: KSC Launch vehicle: Phoenix 043 Crew: P2 Valentina, E1 Siesen, S0 Eiller, S1 Kirfal Serenity Transfer Stage 2 Send Serenity to Minmus using a new cryogenic transfer stage. Date: Y8 D371 Launch site: KSC Launch vehicle: Phoenix 321 Crew: - - - Serenity Module 2 Add a second module to Serenity with a lab, storage space and fuel tanks. Date: Y8 D385 Launch site: KSC Launch vehicle: Phoenix 344 Crew: - - - Dauntless 7 Expedition Tranquility 6. Date: Y8 D419 Launch site: KSC Launch vehicle: Phoenix 043 Crew: S1 Arory, S1 Dunrie -- -- -- END OF MISSION LOG 025 -- -- --
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Serenity Station Module 1 Launch the core module of a Minmus station. Date: Y8 D294 Launch site: KSC Launch vehicle: Phoenix 441 Crew: - - - Intrepid M-2 Assemble truss segment on Serenity. Date: Y8 D297 Launch site: KSC Launch vehicle: Phoenix 000 Crew: P1 Glesy, E1 Bill Serenity Transfer Stage Attach a transfer stage to Serenity station and send it to Minmus. Date: Y8 D309 Launch site: KSC Launch vehicle: Phoenix 300 Crew: - - - -- -- -- END OF MISSION LOG 024 -- -- --
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Harmony Module 8 Add new supply container and viewing cupola. Date: Y8 D203 D228 Launch site: KSC Launch vehicle: Phoenix 300 Crew: - - - Keystone 11 Deliver material needed to inflate Harmony module 7. Rearrange and deorbit other modules. Date: Y8 D254 Launch site: KSC Launch vehicle: Phoenix 322 Crew: - - - -- -- -- END OF MISSION LOG 023 -- -- --
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Nice to see a reusable rocket in the CCKP's inventory. I'm flying a similar design in my Spaceborne mission report. Hope you can find a good use for the Sterzhen-MN.
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Dauntless 5 Fly three tourists to LKO. Date: Y8 D121 Launch site: KSC Launch vehicle: Phoenix 043 Crew: P1 Eilbin, Tiberry, Froeny, Frosy Keystone 9F Refuel Phoenix booster in orbit. Date: Y8 D148 Launch site: LKO Launch vehicle: - - - Crew: - - - Intrepid M-1 Fly two tourists to Harmony station. Assist with station upgrade. Date: Y8 D169 Launch site: KSC Launch vehicle: Phoenix 000 Crew: P1 Neming, Lebree, Trinard Harmony Module 7 Add an inflatable habitat to the station. Date: Y8 D172 Launch site: KSC Launch vehicle: Phoenix 300 Crew: - - - -- -- -- END OF MISSION LOG 022 -- -- --
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Intrepid 24 Expedition Harmony 8. Date: Y8 D51 Launch site: KSC Launch vehicle: Phoenix 000 Crew: P1 Sarah, E1 Siglas, S0 Joekin Dauntless 3 Final qualification flight. Date: Y8 D55 Launch site: KSC Launch vehicle: Phoenix 024 Crew: - - - Dauntless 4 Expedition Tranquility 5. Date: Y8 D105 Launch site: KSC Launch vehicle: Phoenix 043 Crew: P1 Jeaneane, E1 Burbo, S0 Aldkin, S0 Luemone Keystone 10 Resupply Tranquility station. Date: Y8 D109 Launch site: KSC Launch vehicle: Phoenix 343 Crew: - - - -- -- -- END OF MISSION LOG 021 -- -- --
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Who is this Glemyra you speak of? She cannot be found in any of the cosmonaut photos. Surely those have not been altered in any way... It appears the problems with the real N1 is somewhat mirrored in the Sterzhen. It'll be interesting to see what might replace it. Some Energia/Buran type vehicle perhaps. I do like your take on Salyut and Proton.
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Keystone 9F Refuel Phoenix booster stuck in orbit. Date: Y7 D326 Launch site: KSC Launch vehicle: Phoenix 322 Crew: - - - Dauntless 2 Orbit Minmus. Date: Y7 D363 Launch site: KSC Launch vehicle: Phoenix 024 Crew: P1 Valentina, E1 Bill -- -- -- END OF MISSION LOG 020 -- -- --
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Echo 3/4 Place two relay satellites in Minmus polar orbit. Date: Y7 D196/209 Launch site: KSC Launch vehicle: Phoenix 300 Crew: - - - Surveyor 3 Send a mapping satellite to Minmus. Date: Y7 D224 Launch site: KSC Launch vehicle: Phoenix 300 Crew: - - - Intrepid 23 Expedition Harmony 7. Date: Y7 D274 Launch site: KSC Launch vehicle: Phoenix 000 Crew: P0 Neming, E0 Haycas, S1 Julbal Keystone 8 Resupply Harmony station. Date: Y7 D286 Launch site: KSC Launch vehicle: Phoenix 322 Crew: - - - Intrepid M Pad Abort Test Test abort system on new Intrepid variant. Date: Y7 D318 Launch site: Dessert Launch vehicle: - - - Crew: - - - -- -- -- END OF MISSION LOG 019 -- -- --
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This is off to a good start. I like the clean look of the Iskra rockets fireworks. Very nice.
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Keystone 6 Deliver material needed to inflate the new Tranquility habitation module. Date: Y7 D131 Launch site: KSC Launch vehicle: Phoenix 343 Crew: - - - Explorer Ground Test 2 Test updated prototype. Date: Y7 D148 Launch site: Dessert Launch vehicle: - - - Crew: P1 Valentina, E1 Bill Tranquility Module 4-1/4-2 Add two more modules to Tranquility. Date: Y7 D150/153 Launch site: KSC Launch vehicle: Phoenix 343 Crew: - - - Keystone 7 Resupply Tranquility station. Date: Y7 D170 Launch site: KSC Launch vehicle: Phoenix 343 Crew: - - - -- -- -- END OF MISSION LOG 018 -- -- --
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Great to see you back! Will definitely be following this.