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Book

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Everything posted by Book

  1. I'll see what I can do about this. Wookipedia solution to this is using linked pages for Legends (pre disney canon) and Canon (canon), with a tab at the top to switch between the two. Technically what they have is a subpage on the same wiki, but it seems like a top banner linking to the corresponding page in the other wiki could work too, though it would be some work putting one on every page.
  2. Not sure if that warrants a separate bug report, but the flags texts are also impossible to read when interacting with it in situ, the only option is to deplant it if an eva kerbal is near.
  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: NVIDIA GeForce RTX 2060 | RAM: 8 GB Severity: low Frequency: high Steps to reproduce : Open resource manager, move a part in the Transfer panel, click x on the part in the transfer panel to fail to remove it. Description: It ultimately does not affect gameplay, resource depletion still works as it should, it just makes the transfer UI a mess.
  4. Perfect for mods though, and that one bit of simulation would actually make interesting gameplay decisions, specially if paired with a cold mechanic where too cold = not good either.
  5. If I recall correctly, there's no resources shortage on Kerbin, you have everything you need to build rockets from the get go, which is intended to help the early game be easier at the start. Resources kick in when you want to build stuff off planet, where you obviously don't have access to Kerbin's resources and manufacturing. I do not know how it will all fit together though, will you be able to use Kerbin as a stash of infinite resources that you just need to transport around, or if there will be more constraints making you have to have space mines to build your Deadaluses engines and other orbital constructions? My guess from the dev team philosophy is try to aim for something balanced where both options are on the table and players can adapt to their play style with interesting problems. (at least that's the goal)
  6. Crafting a user story to see what kind of interesting problems the thermals system ça create in ship construction. >Building a nuclear rocket. >This time I put enough radiators for the engine heat >The rocket works great ! >Takes the rocket sunward since it has so much dV >Boom when I speed up time >Fridge! Forfot the sun heat >f9 >Carefully manages to survive the mission by doing several burns that don't heat up the engine past boom point >Genius No idea if all that would work in game, specifically the last part, but I think it goes to show the spirit of thermal management and how it won't just be "plonk radiators until cold" because players make mistakes, and that's where the fun is.
  7. I'd love overground coolant and utilities lines because it looks neat. I love being able to see the internals of what makes something work. And I think it would help making a colony look like one system, and not like a pile of buildings next to each other. Doesn't need to be placed manually though, I can understand ut could be quite tedious, but I'd love just seeing those pipes be automatically built when you add your cooling building.
  8. It was a very interesting read, thanks for putting this together. I was definitely in the camp of "where reentry" before, but now it totally makes sense, you just casually comitted to remaking it all from the ground up, design it so that it makes for interesting probelms, balance that so that the problems actually are problems, and somehow find a way to display all that information in an easily digestable format in the VAB, while still handling the many different use cases in advance. Yeah, no kidding that's taking time, but it sounds like it's going to be a really good addition to the game.
  9. I feel like a problem with the joint system is that it's used as an easier solution to parts stress resistance : for example wings (specifically now that they're a single part) stay entirely stiff, and it's the joint that is providing the movement you'd expect of a wing under stress. Correct me if I'm wrong. Honestly I don't think it's the worse solution to that problem, but it doesn't scale appropriately to all situations, specially giant ships. Speaking of, I think those giant ships should of course not die of wobbly as soon as you press space, but equally they shouldn't be invulnerable to stress. Not just because of realism but because designing ships that cannot support their weight under "heavy" (like one gee) thrust is an interesting design tradeoff, and a natural consequence of having orbital shipyards. It would allow to design cool ships like the Venture Star. So yeah, my armchair dev opinion is that the game would be more interesting with a stress resistance system that is part dependent, which is communicated to the player during the design phase, and with interesting tradeoffs, like low-weight, low-resistance trusses. PS : As for docking ports, in the same vein it may be interesting to have a distinction between orbital oriented docking ports —like what the ISS has— which are pretty much incompatible with reentry (already the case thanks to very wobbly joints) and sturdier ports that would allow one to build an athmo capable mothership in the early game through orbital assembly. Okay, maybe the armchair dev is doing realism scope creep here, I'll leave you to it
  10. Yes but that was only about the visual aspect, what I was saying is that it seems like explosions are going from being purely a visual feature when your parts are destroyed to being an actual gameplay mechanic. Which would also help making explosions unique, nothing is less the same every time than a chain reaction of systems destroying each other violently
  11. Can't be sure with just a picture, but it looks like it's an explosion that is actually exploding ! The tank looks like it's being propelled by a breach on fire, and there's spaceship parts being launched in all directions. Having explosions that actually explode, and start cascading failures can be a real game changer Need to see more explosions
  12. I really love the choice made by the sound engineer here : it sounds like something you'd hear from inside the ship, the noises made by the metal walls as they communicate machinery opening. Absolutely love it.
  13. Well they never said the rocket will make it intact to space, it just survived up to the launchpad :p
  14. I see a lot of people saying using methane for airplanes doesn't make sense historically (because it entirely makes sense for the gameplay) but in a world where tech first developed rocket engines burning methane and then planes, it totally makes sense that plane engines would use methane, why reinvent the engine to get an inferior product? Also we've got no proof that Kerbin has vast deposits of easily accessible dead plants from a time before dead plants could be recycled by the ecosystem. Just assuming kerosene is available isn't realistic, it's deciding Kerbin is Earth reskinned. Finally and probably the most important : If Kerbals had the choice between dead plants and farts, they would totally go with the farts.
  15. Once again people speculating about something that was already adressed in the 2020 PC Gamer article https://www.pcgamer.com/space-odyssey-our-first-big-look-at-kerbal-space-program-2/ While game design is sure to have changed in two years, the non-punitive part seems like a fundamental design pillar to me, so I doubt would have done a 180 on that. And it seems like a pretty good solution, having kerbals die is anyway not compatible with a game where you can skip ahead ten years in just a few seconds, killing a whole colony because your pressed . insteand of , is terrible gameplay, and the reason most life support mods kinda suck. Of course the automated supply system will already alleviate a good part of that, but it's even better if you don't have to restart your whole empire because the supply logistics collapsed while you were fast forwarding a whole century to a new system. As for life support in the ships themselves I doubt they'll do any, unlike colonies I don't really see a midway underperfom state for kerbonauts, everything they do can be of critical mission importance. Maybe they could look grumpy in the crew cameras ?
  16. By story, do you mean just the backstory behind the conception of the planet, or it will also be present in game in a way that people can discover the formation of the planet ? Via the science experiments for example.
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