Jump to content

Ty Tan Tu

Members
  • Posts

    352
  • Joined

  • Last visited

Everything posted by Ty Tan Tu

  1. After having played with the scenario maker for about a week now, chapters are definitely the way to go . If you fail in a scenario the player is forced to start from the beginning, which really does impede the flow of a story. I am struggling with how long a 'chapter' should be. I want it to be challenging enough that the reader is jazzed when they complete the chapter and can't wait to continue the story. But I do not want to make it so hard longthat the reader has to keep starting again at the beginning of the chapter multiple times. Every chapter is of course gong to be different, and I suppose that is were the art of story tell lays. I am not sure how many missions a chapter should have. One mission seems to short to tell the story, but five might be too long to keep the reader engaged. I have an idea loosely based on H. P. Lovecraft stories. Gene Kerman, I am thinking, is my best narrator. He is the only Kerbin with different colored hair (there is a mystery there). He befriends his young protegee, i.e. you the player. In the first chapter, Gene tells you that a very small object has been found in a low Kerbin orbit, but it is dead. He orders you to rendezvous with the object, dock with it and re-energize the alien craft. Once energy is restored, it tells a cryptic bit of the big story, along with coordinates to the next mission. Next Gene sends you to the newly discovered coordinates, which are located on a remote spot on Kerbin itself, with the stipulation that a scientist must be included in the mission . When completed, the mission discovers hieroglyphs of a clearly alien origin with unsettling hints at the bigger story and the path to the next mission. I am thinking of stopping the first chapter there. Is that too short?
  2. There wasn't much for the SSTO and planes community in this DLC. I think they should expand that part of the game. I am bad at names but maybe something like Flights of Fancy. Along with new plane parts for the Space Plane Hanger, they could add more landing strips around Kerbin, and maybe even ways to build landing strips.
  3. Well, I had to work today and just installed Making History. I have not played with it much yet. I did run into that issue others are reporting with the scenarios. In the very first scenario, I put a chute on the east side of my rocket so it would naturally lean into an trajectory towards the east toward the island. I got to the 5000 easily, and about within 15 km of the old launch site on the island in my very first mission. I did get credit for it, but I thought I could do better. I had deployed my chute too early (so I thought). I can nail this!. So I decided I would start over - but then the scenario became unresponsive, and I had to just close the program. So, I went into a sandbox and launched Jeb up in a KV1 to about 3000, and then went EVA and on the way down opened Jeb's chute. The chutes are a lot more maneuverable than planes. I was able to circle around the KSC and enjoy the view for quite a while before landing on the run way.. Maybe a few bugs just yet, but I can see where this will be a lot of fun
  4. The Mission UI is going to be in Latin? I suppose it is my own fault, I should have learned Latin by now, but nobody told that.
  5. Game play reached a plateau with version 1.2, which most notably integrated communication satellites, relay systems, and KerbNet. After that, 1.3 introduced localization for Spanish, Russian, Japanese, and Simplified Chinese, but only made tweaks to game play, nothing big. Since than the programming focus switched to using the now stable game to add the DLC "Making History". "Making History" will not only add new parts from the early space race of the 50's and 60's, but also a scenario editor allowing players to create their own scenarios and share them with other players. This is due out next Tuesday on March 13th. To make this DLC work, KSP has just released 1.4 which not only adds the hooks needed for "Making History" but also updates the game to the new version of Unity. To be sure 1.4 adds improvements to graphics and sounds, but nothing earth shattering in game play. I have not heard anything about the road map moving forward, but I would guess, that for the foreseeable future, KSP will add new DLCs to the now stable core game. As Vanamonde alludes to, the game has progressed so far beyond 0.17 that a KSP 2.0 will take a great deal of time and effort to make.
  6. There are few people writing mods for Colossal Cave Adventure. I say few, because Pcgamer and Cnet are still writing articles about it as recently as Dec. 12, 2017, so I do not doubt that there are people who are. But technology progresses. If KSP had said 'we are done, this is the last platform', the audience for the game would slowly diminish. The graphics and physics engine would quickly become quaint. No new potential modders would be inspired about what could be done. It would end up being a bunch of old people like me STANDING AT THE END OF A ROAD BEFORE A SMALL BRICK BUILDING. AROUND YOU IS A FOREST. A SMALL STREAM FLOWS OUT OF THE BUILDING AND DOWN A GULLY. As far as I can tell, KSP is leaving all the hooks in place for modders to exploit. They even tell you how to handle skins and colors. All the congfig files are still plain text. But if they can make money, they can continue to upgrade to the latest version of Unity and particle effects, or maybe an even better engine when Unity becomes quiant. They can still continue to inspire the next generation of modders
  7. I am a history buff, so the new parts have appeal to me alone. But I am also not a bad story teller. I have done it with city builders like the whole Caesar series , and also the unlikely platform of Out of the Park Baseball (I like statistics too). So I am curious about the scenario editor. There are ancient ruins on Kerbin whose mysteries lie beyond our planet. You must voyage beyond Kerbin to find the answers to these mysteries, but beware, the answers that you seek might not be what you expect, and perhaps - even answers you wished you had never discovered.
  8. A save I have using the Kerbal Planetary Base Systems that does give me the Kerbals in the bottom right. I can view them inside their rooms on my Minmus base, but still can not look out windows.
  9. So far so good. I took a MK1-2 into a quick orbit and returned. Everything looks a bit brighter and perhaps sharper. I noticed the re-entry burn looked a bit different. I assume this all has to do with Unity?
  10. It looks like you can change selected parts color to orange. But when I moved a ship to the launch pad, my Kerbals are not showing up in the bottom right. I was going to check out what Rocket In My Pocket mention about not seeing out the windows. But the good part is the game did not crash yet even with the mods I have added.
  11. Just got home from work. My Steam version appears to be halfway through the doownload right now.
  12. I have always wanted a Molly Shield. The Molly Shield is that acrylic cover over the 'Big Red Button'. Supposedly, as the store goes, and it appear to be true, when I.B.M. was developing their IBM 4341 mainframe one of the programmer's toddler daughters managed to push the kill switch not just once but twice, shutting down the whole computer, in a single day. So, they put a shield over the button.
  13. In my assessment, getting to Duna does not equate to sucking at this game. To be sure we all reach plateaus until we learn new techniques and technology, but that is why this game stays so playable over a long period of time. There is no end to the problems you will face. Maybe I should try it again, but I still have not been able to successfully establish a land base on Lythe. I do not think I suck at this game - I probably do- but I don't think that, ;-)
  14. I have mentioned this before to crickets - probably because no one else is as bad as me at designing ships. But I have a bad habit of designing ships for special mission that end up not being exactly symmetric, so I add the extra drag to the East side of the ship, so that on launch, it will naturally bend into a gravity turn. It beats fighting a ship that wants to naturally turn retrograde.
  15. I am thinking fan fiction is safe. Think about the book Ready Player One vs Spielberg's movie of the book. Author Ernest Cline can get away with references to all the copyrighted games because he is just using words; but the movie would have to portray the games themselves. As the script writer said: And in fact the movie has been changed, leaning heavily on material Disney already owns. There was a post not long ago in which someone was using KSP to create scenes for a movie he was making. In all truth it sounded innocuous enough, and I doubt their intention was to make money. But - there were people here on the forum willing to provide 'guidance or instruction' on how to re-create a Star Trek like bridge you could walk around in. Was not there also a case where China used a KSP screen shot in a poster?
  16. I have thought about it, and I am thinking that a headless edition of Linux, such as Ubuntu server, could be configured to run nothing but KSP. You would have to edit the init file to include any GUI, graphic and sound drivers that the game needs. but only what is needed and nothing else. Most of this is still beyond me, but if you can do that - your can have an ~/.xinitrc that looks like this; At that point, the computer boots directly into KSP and it will be the only thing running, and it will also be impossible to change desktops or start anything else. But, at that point the computer would not be running any of those other services that steal memory and CPU cycles. No Skype, no print spoolers, not even an anti-virus or internet services running. It would only be running KSP. At that point a Pentium G4560, GeForce GTX 1050 and 16 gigs of ram would approach a dedicated professional flight simulator.
  17. Well, at least you did not miss your target by 100 meters an hit the water at 484 km/h. :-)
  18. The Advanced Grabbing Unit will not allow you to transfer fuel and Kerbins from your original surface base to your new sections. You can get around the fuel transfer problem in the game settings by a setting in the game's Difficulty Options. Under "Advanced", uncheck "Resource Transfer Obeys Crossfeed Rules". But I still do not think you will be able to transfer crew from the old section and the new sections. Of course you can just go EVA and walk over to the new section, and with a surface base, EVAs is the whole idea anyway, so it is not a bad solution. If you think about it from a Kerbins point of view, it might be a pain to put on a space suit to walk over to the new science module, but that is their problem not yours. :-) The easiest solution is to put everything on wheels, which makes it easier to get all the docking ports at the same level, and as Brikoleur mentions, reaction wheels can often get you close enough for the magnets to work and dock. The magnets on the docking ports do not appear to need electricity, so I do not think either ship needs electricity. It would be hard, but I am thinking you could use a Kerbin in EVA using his jet pack to move a wheeled module into place to dock. It would be a silly solution, and almost impossible - but now I almost want to try it...
  19. I had always assumed that Minimus was made out of Valdeon Blue Cheese...
  20. I once put a ladder on upside down. After landing I deployed the ladder, and it went straight up into the air. Another time, I was bring a MK-1 back to Kerbin. After dropping my Pe for reentry, I decided it was too low and I wanted to come in nice and slow. So, I turned back to prograde and raised it a bit. Happy with my new Pe, I staged my fuel tank and engine leaving me with only the MK-1, heat shield and parachute. The staging exerted enough prograde force to raise my Pe to above 70k. D'oh!
  21. Congratulations! You should capture an asteroid, take it back to Kerbin and name it Katieop3-200.
  22. That seems weird to me. I put rovers on Minimus all the time. Granted I build wide using a M-2x2 Structural Panel with the Probodobodyne RoveMate and batteries underneath to keep the center of mass low, but I have never found rovers all that frustrating on Minimus. Here is a rover (in this case with four TR-2L Ruggedized Vehicular Wheels) I landed on the flats and took up into the mountains without any issue. What am I doing wrong?
×
×
  • Create New...