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desert

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Everything posted by desert

  1. I've tried to reproduce it and it turns out that these failures are actually not from Kerbalism but from TestFlight. To reproduce them, install TestFlight, place few dozens engines (Swivels will do) on a tank, ignite them simultaneously and let them run for some time. That's how failures look with stock theme:
  2. Hi, I really like the theme, it brings a very refreshing experience. However, I've been playing with Realism Overhaul recently and I've encountered that partial failures of engines (they are provided by Kerbalism) are difficult to recognize, especially since they are at the corner of the screen. In stock theme they are orange and easily discernable from normal engines (light-grey) and failed engines (red). With ZTheme red ones are more or less visible, but these orange ones are too close to dark grey. Is it possible to change these colors a bit? For example, make normal part icons brighter, or failures (orange and red) more saturated.
  3. I'm excited for game engine rework, hopefully the game will be much more stable and kraken-free
  4. Hi, I really loved the new trailer! The game isn't out yet, but I already have some feedback. I saw a new Parts Manager window, and it seems like a useful tool for managing your crafts. It, however, currently is too big, it has half of its height dedicated to list of parts types. I am afraid that more than three parts will not fit the screen. I've got an idea that same tabs that are used in parts catalogue can be reused here. It will help with window size and will also be more intuitive, because the same icons and order can be used for the parts manager. It can look something like this:
  5. Entering and leaving timewarp shouldn't affect landed vessels, they shouldn't jump or clip through the surface
  6. To make antennae more interesting and educative, instead of separation by direct/relay types, there could be some mechanics related to main characteristics of real antennae: frequency and gain. The bigger the antenna the bigger its gain. For each antenna you can choose it's frequency, higher frequency means higher speeds but more power consumption and shorter distances. Lower frequency is slow but has less consumption and larger range. This would lead some interesting trade-offs for the player to solve and to actually learn something about radio physics. RealAntennas has a system kinda like this, but it could be simplified. To have less calculations, less frequency options, no power options, and to be more user friendly in general
  7. I think yes, definitely. The existence of direct and relay antennae in KSP doesn't teach player anything. It's just some complication where it wasn't needed. The player makes orbital probe, and a lander, gives orbital probe a big and pretty antenna. And then it turns out that this antenna can't relay data and he had to read the part description more attentively. It just frustrating and has no real world reason. A better real world explanation would be to make different control units to have or not have relay capability. But again, it will lead to a lot of frustration because it will still be a test of person's attention when reading the description
  8. Good idea, I'll do it, hopefully, when I have free time.
  9. I've made it a year ago, you can download it from here. Still waiting for @SuicidalInsanity to add it to the mod itself.
  10. Then why there are a lines that lead to and from these rows, one at the left and one at the right. The lone could go down through the image at leftnside. Then the last row is incomplete. And there isn't any end of transmission at the bottom of an image.
  11. At first I thought that the message is about an interstellar travel, but after reading other users' ideas, I think that it is about a new planet in Kerbol system, most likely a revival of old KSP lore plans: I have used three options for measuring the distance to new planet and all of them are not interstellar. It may be a brown dwarf, with four planets, or an ice giant with four moons, but i think the way alien is located under the central plant shows that its a rocky planet with four moons. We will probably find alien cities there, but I don't think we will be able to interact with living aliens.
  12. Just don't make these fuels and engines available from the start. Make them an advanced tech, when the player is confident with other things. And tanks could have unlockable fuel options
  13. If there were kerolox engines at the start of tech tree and hydrolox engines much later, somewhere around nuclear engines, there won't be a problem of overwhelming a new player. The player would learn how to build and fly simple kerolox rockets and only then will meet new fuel type
  14. I think it's pretty much fixable with the right adapter and four Vectors. And if the adapter is switchable, you could even make six engined SLS or some other kind of monstrosity.
  15. It could still work if we had kerosene and hydrogen. There would be some interesting decisions for the player when planning the flight. "Do I make cheap compact lander which I can't refuel, or do I make bulky hydrogen lander with ISRU?" Kerosene synthesis could still be implemented, but limited by resources available in the colony and the need to use more advanced or heavy equipment. For example you would have hydrogen producing bases on the moons and kerosene producing bases on atmospheric planets. As for kerosene and methane difference being minimal, same can be said about methane and hydrogen. But if you compare kerosene and hydrogen, the difference is significant. And now we won't experience it (without mods or course)
  16. Liquid fuel had to be named, but it's a bit disappointing that it is not kerosene. I understand why it is simpler for the new players to have a single type of chemical fuel, but it really affects historical and physical realism, and visual and gameplay diversity. We will now have purple-only plumes for every engine, and we will have methane planes. Choosing LF vs LH from Cryogenic Engines was an interesting engineering trade-off. And it also teached players that there are different types of chemical fuels with different pros and cons. Also, unlocking LH engines was a rewarding step in one's progression. I really hoped it will be implemented in KSP 2, especially with Nertea being in a dev team. If I understand correctly, we now have nuclear thermal engines that will be hydrogen-only, and all chemical engines will be methane-only. And we won't have fuel switch, cryogenic tanks would be for hydrogen only, standard tanks will be methane-only. And as I hear it, we won't have have several engines in single niche, which was good for replicas and craft fine tuning. If you need 1.25 orbital engine, for your lander, you will only have Terrier. There won't be Pug or Cheetah or anything else. Yes, it will be much simpler, but I feel like it throws us back to very first KSP-1 versions, with engine configs being named by size and not name, crossing out things we got since then, such as multiple distinctive parts from the same category, fuel switch, various plumes etc. Anyway, thanks for the post. Besides fuel decision, it was informative and it shows that devs have coherent vision, even of I disagree with something
  17. Another idea: hotkeys for different types of menus. KSP 1 with mods had too many menu windows and you have to close or open them with mouse. It turns into office desktop simulator very quickly. My idea is to have hotkeys to open/close windows depending on their type. For example you are working on making specific orbit and want a menu with all orbital parameters. You press something like Alt + O. You then want to manage your resources, you press Alt + R. The same may be for control surfaces, thermals, crew management, communications and data, etc Alt + 1-0 could be used for custom windows combinations and mods
  18. In-game editor would be inferior to any specialized tools, even MS Paint, and it would distract devs from more important stuff. What is really needed is an ability to share flags with other players without manually putting them into game files. I think there will be some kind of built-in mod manager, and flags may be treated as mods and shared there
  19. I'm wondering if its possible to make good-looking buildings as Parallax scatters, to place them randomly around Kerbin. Sadly I don't have modelling skills, but maybe someone would pick up the idea.
  20. I like the amount of Kerbalism mentions in threads like these. It means that Kerbalism devs hit the nail with it's science system. It gives you the distinct and realistic experiment types and you don't have to micromanage it by constantly clicking measurement buttons. Measurements take time and power and can be transmitted completely. It creates an incentive to make balanced crafts with enough data capacity and throughput. Sample collection results have to be analyzed by scientists or have to be transmitted. It creates incentive to make returnable missions or stations. Kerbalism's UI is a bit difficult to understand but I think it can be improved. There are also some problems with the way it works on the background, but hopefully with a good resource system it can be implemented better. Tying science system with encyclopedia sounds cool, but I think it would be annoying for experienced players if it will prevent them from checking planet parameters before the flight. They will just google parameters or install an unlocking mod. So the system mustn't be very restrictive. As for parts progression, there should definitely be some better balancing, so that players actually leave Kerbin and Kerbol SOI instead of grinding science there. Again, it shouldn't be very restrictive, but it should motivate players to move on, instead of unlocking complete tech tree by farming science on Minmus.
  21. @Gameslinx just in case, I've updated my Lifeless Eve patch to use Module Manager syntax. The updated version is at the same google disk link, so no actions are needed from you.
  22. I've configured Eve to only have rocks, basalt formations and crystals. To do so, I reused some objects from other planets and recolored some of their textures. Here's how it looks: https://imgur.com/a/qDzWtUc I've made a downloadable patch if anyone wants to have the same configuration: https://drive.google.com/file/d/16-nTUbRgQescq4ajQtka1cJnaOzPcgPy/view Just drop Parallax_StockTextures folder from this archive in GameData and agree with replacement of Eve.cfg. Hope @Gameslinx doesn't mind me publishing it here.
  23. Very impressive work, @Gameslinx, congrats on release. I however didn't like how you went with Eve, I would prefer to keep it lifeless and more grim. If I ever make my own configs, will the license allow me to publish them?
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