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mystik

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Everything posted by mystik

  1. I don't mind that they are making console ports. It will just show that for some games, the PC remains the master race. If the game is bad on a console people will just stop buying it and the devs will refocus the development on a PC. I can see how this game would work on a touchscreen, but on a console it just seems clumsy and not immersive. I would like more planets and stuff and more things to do, the integration of something like SVE, [X]Science and Engineer in the default code, because some of it should be in the game. But, as it is, the game is playable and enjoyable even without any of these mods. The game belongs to the company and while you can request features as a paying customer, you don't own the project, and even if you did, without any managing experience you would drive the product into the ground at 300m/s. Development of a game isn't just "ooh, I fancy this, let's make this". It's about feasibility, about costs, about time and effort. You keep to the safe paths that promise rewards and if you have any money and time, you develop more of the exotic requests that may be hit and miss. Now, I don't know that the original team had in mind with this game, so I cannot judge properly if the game is living to expectations. I am a new player, but I am NOT a casual player, nor am I easily tricked by gimmicks. This game does not feel like a gimmick. It feels very immersive, it makes my head hurt from all the design, vectoring and sometimes just random tinkering. It makes me have sleepless nights when I can't sleep because I see rockets everywhere and dream that I always fail at meeting the missions, but I still think this game is great. A better idea would be to request features and chip in a few dollars with the devs to supplement the development budget to bring that feature to the game. You could get free stuff such as themed merchandise and stuff. I think it's a better lucrative deal. I would chip in a few bucks for integrating the mods I mentioned above. You might say "but they're free", to which I say, no they're not, they're time wasting to constantly update them or fiddlef*ck with the settings to compensate for the overzealous modder who added one too many details. I'd like those mods to be part of the "right out of the box" experience.
  2. Is there a problem with the current project that requires the code to be bought? I mean, I see this https://kerbalspaceprogram.com/en/?page_id=499 and it looks to me like they are looking to continue developing the game. I know a lot of people left the team, but is there any real concern, that the game will be discontinued? I'm a new player and I am having lots of fun with the game, and I am very interested in seeing the game developed, but is there any issue with the current team and their plans? And wouldn't buying the code and handing it to another dev team just make the development stall until the new team understands the game?
  3. While adding batteries don't forget to put a few solar panels to keep them powered because it is frustrating to get up there only to become useless.
  4. I know you said you don't want to add weight, but it may be a safer bet to install some science stuff towards the top, which would act like a gravity anchor on descent. Careful not to add too much weight. You might want to put reaction wheels under the pod and shield it to help with stability.
  5. Play the 64 bit version and also disable highlight fx from the graphics menu. It should help with memory management and also iron out most of the crashes. I don't get crashes anymore, but I do run out of memory often, which is a different issue.
  6. Hi, I have struggled with this also. It's the Highlight FX option. I had a crash after every landing. I disabled it and now the crashes are gone, but I still run out of memory often, which I plan to fix by adding more RAM. Keep EVE, but disable this option. It should improve the stability. Sorry for not being too descriptive, I am still new at the game, but I have been very frustrated with these errors so I was able to test a lot.
  7. Ooh, fancy name rules. I used to name my ships random stuff in the initial days. Now that I have unlocked over half the science I went back and deleted most my designs and returned to basic models. Basic models means something that has been tested to work good, without anything extra added to them, also called barebones (no science instruments, no extra add-ons, no unnecessary parts except for the strictly needed). Depending on the simplicity or complexity of the designs, I number them with versions. As such: Basic Space Plane V1.0 (does not actually reach space) is reserved for a small plane that can do low range flight around the base. I may wish to test some things or just practice my landing. V1.1 is planned for bigger craft that can reach at least half way the planet but not space (work in progress) but the initial design has been scrapped for the time being until better wings are researched to help with the overall flight quality and distance. V1.2 is planned for the craft that can reach the entire span of the planet and is to carry a crew of at least 3 (lacking the proper technology right now) V2.0 is reserved for space planes that can reach very high altitudes. (Vx.1/x.2 rules follow the same roles as before) V3.0 is reserved for space planes that can go to orbit. Basic Space Ships Basic Orbiter Rescue V1.0 unmanned vessel with room for 3 crew used to launch rescue missions to near planet orbits, armed with a claw to recover parts and enough fuel to set debris on planet descent trajectories for those ship that do not need recovery but would like to bring down from space to clear the area. Can perform up to 3 recoveries of crews and one if captured with the claw and kept within the part. Armed with two parachutes that provide enough efficiency to land below the 6.6m/s and not destroy anything. I will most likely need to add more batteries or solar panels since the thing is damn fragile when it comes to power, and cannot survive more than 60 minutes away from sunlight. To note, it is all on the 1.25m rockets and components, so the top part may be replaced depending on what needs to be lifted to orbit. I like to keep things that work in order to maintain order and to learn the rockets. It should be able to launch small satellites very far in the planet orbit. So far I have planned the Basic Moon Lander V1.0 which should be a universal thing to allow me to go to the Mun or Minmus. I know that this is counterproductive, but I plan to use the same design to travel to the moon and then with the help of a second ship with a lander to do all the on and off missions and return with the main ship back. While I have no basic rovers I do plan on implementing the same designs as above, only that this time the science instruments will be implemented. I have no plans for making basic satellites since these contracts are all random and require different specs and that would be useless since I would have to edit stuff all the time. Sorry for being potentially boring with my descriptions.
  8. I know this is very old, but I laughed to tears, made me want to register just to thank you for this picture. That wrecked hangar is just the cherry on top. Give this man the Internets award.
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