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aruoch

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Everything posted by aruoch

  1. so one of my absolute biggest gripes is that you're going from nowhere to nowhere. which i suppose is the point to a certain extent because there isn't anything where you're going - but if i were to send a colony ship with a ton of kerbals on it to laythe or something, it'd be great to see them actually be able to do something and expand on their own. similarly the kerbal homeworld needs cities that you can do stuff to improve. stuff is a relative concept but i'm thinking a sub-orbital transport system. the cities could probably grow like the space center does in the original game.
  2. one of the issues i have with extremely complicated junk in this game is that when you're trying to design a component to use several times on a larger vehicle you sort of have to build it out of place on the end of the stack or something and then fiddle with the attachment nodes for a hot second to get the right one attached. and moreover, the only way to keep re-using what i'll call "design motifs" is to modify the craft file that already had stuff built. so i'd like an editor mode that makes components you can add to a component list in the parts menu. these would be any conglomeration of parts you save in the component mode. this would generally speed up the process of craft construction as you could begin to create standardised compositions. like if i just made a shuttle i can just copy/paste my buran launcher i saved from a different build as a component without having to rebuild it
  3. by mech legs i just wanted like a really powerful hinge
  4. you see, the objects in the game are like the paint and the paintbrush. if you only give me 5m tanks, i'm painting with a wall brush and bright red paint. if you gave me mk3 to mk2 connectors as small as the tweakscaled ones im using on that mech, i can make all sorts of weird shaped stuff that's also pretty small. a smaller more articulate brush, painting with a mixed fine paint.
  5. for it to make sense you have to be able to manufacture parts at the base... so that would mean you have to do mining. maybe like if you're in a space colony you get an asteroid spawning close enough for a shuttle you start with to get to to get some extra resources idk otherwise you'd just send out miners and gather mats
  6. yeah honestly i just wanted to overuse the robotic parts lmao
  7. this guy... i made it's leg system a bit like metal gear REX, but when i was testing it it had a constant kraken acceleration backwards, and the body constantly bounced up and down, making it a perpetual motion machine it's basically a frog on wheels.
  8. i was thinking make it more like an age of empires type thing where you have at least 8 different nations, but taking away the way KSP moves stuff around would remove skill base and just clicking to order is part of RTS standard game design. but i guess even if they did that they could keep the VAB because it'd be taking stats of stuff you make like a ksp vehicle. i mean ksp already gives you a price for everything. the reason this is a great idea for an rts is that it turns something like starcraft, where there is only 1 option for each team for unit types, up to basically unlimited diversity in unit composition and unit types. there's no preparing for what could come in a fight against you - people have made fully functional metal gears! and what are you going to come with, a puny tank? you see my point. this would start the ultimate arms race just like KSP started space race and delta V dick measuring. ____________________________________ yeah i agree about that with basebuilding, i was thinking life support unless you're smart enough to set up on laythe, food, heating and fuel mining, water, metal. but if you set up on laythe you have options for wooden houses etc but you might get eaten by dinosaurs. so then you'd have to hunt and domesticate the dinosaurs, because we're PG-13 so we're using tranquilisers. also if they made a base building dlc it should be accessable on any location by anyone, IE space, asteroid base, any planet, any moon etc. just so there's no skill cap for activating the dlc. it'd just be way easier if you can fly out a full mission with mining equipment up the wazoo beforehand.
  9. the best thing i've really made is a bouncy mech, i just want to make them relevant really lmfao.
  10. idk the more you talk about it planetary invasions are really boring, the base building is a better idea
  11. Rather than release an entirely new game here is 100% what KSP should do in the future with a new game or large expansion. 1) everything starts with KSP. add in a new item to KSP that's called a Base module munufactorum, which will allow extraplanetary launches, but more specifically sets up a colony, and missions to deliver colonists. this can occur anywhere - on the muun, laythe, on space station, on an asteroid. each will offer different challenges. 2) once the colony has been filled and the base module deployed, the KSP base-building simulation can be started, although since it'd be a new dlc or game entirely, this can be started on it's own, but will then not link back to your KSP save file. 3) the new VAB for this mode doesn't really focus on vehicles and rockets, although most things are still available, it focuses on surveying, mining and base module construction. expansion cannot occur without getting more resources. there's a high focus on living space, and if there is no air, on life support systems, on food. rather than being vehicle based it has to be more kerbal based in a lot of ways. maybe if you start or land on laythe, there are animals that can attack or be domesticated and plant life that can be farmed or expoited. other places would need special bays to grow food rather than just having farms. 4) back in KSP this can be expedited with other missions to gather asteroids or pre-arrange mining vehicles, or fully delivering pre-constructed modules. 5) once the base is complete, colonists can expand and it becomes more like a population sim. maybe it's like spore past a certain point and everything goes up in scale so to speak. 6) once the population sim is over, the new base can be used the same as kerbin with no resource constraints, as all the mineral fields are being exploited. 7) when the colony becomes a new kerbin-tier planet technology is unlocked, and the colonists will gain a bonus to re-colonisation efforts of other planets of some sort. __________________________________________________________ the biggest work required for this is vastly improving the quality of every planet. if people are going to set up in space they don't care about the scenery, but personally i think every planet needs a lot of work adding significant features, especially on kerbin and laythe. kerbin still has no towns or cities of any sort and it's just odd at this point. laythe has no plants other than green floor. same for kerbin. just do it like a flight sim game and itll still be okay.
  12. KSP's game concepts and game loop might be peaceful but whenever you design a rocket that can reach space you're designing something that can take a warhead to another continent and even without the warhead kinetic kill weapons are just dropped from space with no warhead. it's a game that is heavily involved in simulating high altitude jets. the one most people think of is the SR-71 blackbird, a basically invulnerable in it's time warplane. that's why a KSP aerospace spinoff would be neat, because it's already halfway there >"Also, we are now off topic. I would prefer not to have a spinoff game, but I would not mind one where you manage a base or station in different places in the stock system. It should be equally mod-able so you could tie it into KSP if you had, say, OPM or TAC-LS." i totally agree a more base-oriented game would be sweet - perhaps if in KSP we drop off a base module, then the new game takes a snapshot of the planet it's on and you start from the snapshot, similar to how you could carry over your character in mass effect
  13. if it makes you feel better i'd considered suggesting KSP Kerbama, the quest to create the perfect drone to find kerbsama kebladen
  14. wait a loveing minute, this mod invented relativistic physics for KSP just so they could use timewarp?
  15. mutliplayer would probably not work so well on ksp as it is now. 1) map size and scope of space means unless thousands are in 1 instance it'll feel empty as excrements even compared to elite dangerous or something 2) long construction times mean it'll feel more dead still 3) space junk from thousands of players 4) unplayable for low end systems because of models like halycion carrier inevitably being spawned edit: i suppose if they added more ship-board content you could make it more like "coop splitscreen" style just over the internet or something, or also add part count limits and limit the map scope based on what content is being used
  16. yeah, me too, mostly because they're totally pointless in singleplayer KSP with no actual reason for them. would be less tragic if i could actually use them for something, like. yea you're making ICBMs in KSP hate to break it to you pal.
  17. why are you trying to make this more complicated than it is sell mechs to weebs is like sell water to desert
  18. the only way they can expand this game past what it is is to enable extra-planetary launches and colonisation and maybe actually represent colonies and have colony missions. interstellar is a stupid idea until theres extraplanetary really
  19. yeah well in reality you're simulating an aerospace company and the game just added boston dynamics as an expansion pack. the fact is that the only reason boston dynamics doesn't mount weapons to those robots is that they aren't ready yet the armory mods are pretty ubiquitously popular and considering the game lets you make literal mecha, had an entire expansion for it it seems like a no brainer direction to go in
  20. maybe the best places to use the fuel helicopter parts are on things that are pretty aerodynamically potato and massive, and can replenish their fuel. for instance like if you sent a superheavy mining operation to laythe you could put a giant rotor on it that folds away, and it wouldn't matter that you'd used a bunch of fuel every time you moved it because it's constantly mining more at each deposit for your exploration vehicles to use. basically i'm imagining a huge block that would fall out of the sky if it was lifted by jets
  21. the idea of KSP's building system has the capacity to go in radically different directions to what it does right now. so, the same as KSP but it's multiplayer and you're making defenses and vehicles for a kerbal civil war. alternatively it's single player still but there are a bunch of hostile kerbals trying to attack you with various wacky contraptions. this would lead players to make ever more complex and powerful tanks and mechs to fight eachother people start long term servers and claim some real estate on an instance of kerbin, start to defend it. features like the space center and cities are part of the game, and capturing a space center allows the player to use some of the KSP parts to make satelites.
  22. 1) tendons one of the things that's a staple in a leg is a muscle to move a joint. because of the way attaching things works in ksp, the only way to make a "muscle" to articulate a hinge is with a strut connector, perhaps adding a more solid way to attach a "muscle" hydraulic would be a good idea. 2) input binds for KAL one of the issues with KAL seems to be a bunch of pressing play on them, maybe i'm just using them wrong but i'd like to be able to keybind a KAL controller that's set to walk forward to W, and left and right to A D. 3) feet pivotrons infernal robotics had unpowered free pivotrons, which would be useful for creating free-rotating feet. i'd suggest maybe having a system that activates a traction lock on the foot when it hits the floor. 4) mech hip servo one of the issues i had with using the hinges was that the larges one is too wide to be used on anything but the largest construction, and the smaller hinges seem to bow under stress of carrying a fully constructed mech, making rolling a better option than walking. so i'd like a more expensive version of servos and hinges specifically designed for use on mechs rather than on mechanical arms etc, with high weight tolerance for a small size. this would allow people to make mechs that don't bounce like the legs are suspension modules.
  23. yeah the common theme here seems to be "we have plenty of structural stuff, look at this giant metal beam" not exactly an elegant solution
  24. problem with a lot of the structural/aerodynamic parts is that they're all like, something. you have trusses that look like metal girders, wings that are wings etc. but there's no "rather light weight structural fuselage box that's square", unless you count the square drone cores, one of which is way too wide to be useful and the other is way too small. most annoying part is you cant tweakscale the square drone cores lol.
  25. i mean i have no problem personally with using the airplane control surface for props but really they're too big for small craft when you're not using tweakscaled blades.
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