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Fizzlebop Smith

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Everything posted by Fizzlebop Smith

  1. Well.. that's why you had the option to play science before. The resulting comprise seems to be that Now I can't even decide to decline a mission...yippee There was agency in the game(career) before. A great deal of it. All the little changes have removed a great deal of that player agency for a more sandbox approach. Resources will not really address this on the scale of managing a space agency. Whatever they do go with may be fun.. but I think it will have very little resemblance to what I was expecting. It's not the funds I'm missing.. or the missions.. or learning curve, or comnet. It's the culmination created from the melange. I can see some aspects being removed in favor of others.. but it's all seeming to be about mass appeal to the casual player. The core KSP community member (I feel) is definitely not casual.. at least with regard to KSP hours logged. So to me.. that approach feels very disingenuous. Then to go radio silent well past the earliest phase of EA.. well it seems intentional
  2. Necroposting or waxing nostalgic on past communique?
  3. I've largely kept myself amused through creative storytelling. Coming up with specific missions to engage in has always been a challenge for me. In the absence of missions, I often resort to fabricating narratives. Rather than pondering about the agency, my thoughts revolve around the individuals within it. What was Jeb's routine this morning? How did Simeen become interested in STEM? Not everyone may share these musings. I believe this stems from the significance once placed on a single Kerbal and their current perceived expendability. The notion of a limitless supply of replacements is unappealing to me. I cherish the idea that each Kerbal is significant. This perspective has inspired me to craft stories for the members of my rival Space Programs. Glimpse in the Life of Kip Kerman Kip's morning misery knew no bounds, compounded by the ungodly hour and the blaring wail of the alarm through the 4th generation “Somno-Toob,” an outdated relic from Zipko Industries. Toggling the switch for the 50th time only served to heighten his rising frustrations. In a fit of pique, he kicked furiously at the small port where the induction pads were mounted, but his blows were reduced to muted thuds in the viscous water of his sleeping cylinder. Finally, the pneumatic hiss of the pump mechanisms signaled his release, and Kip emerged, dripping and disoriented. He barked a throaty cough and scratched places better left to the imagination before he finally removed the crust from around his eyes. He took a half-dried ink pen and scribbled across today's date. The sight of the calendar dredged up bitter feelings: a prominent picture of him above the "KERBAL KOMETS" banner. A hollow reminder of his glory days and the treacherous nature of friends. Scratching the days of the calendar had the added effect of reminding him of recent incarceration, the relentless ticking of days toward an uncertain future. He struggled to bring his thoughts back to the present. He thought he would never truly feel excitement again but only ten more days until he would be back in a cockpit. "Ne-Ferious Enterprises" seemed unconcerned with his past or his penchant for questionable habits, a fact for which Kip was extremely grateful. A stray thought sparked an eager smile. Nothing was quite as exciting as flying at Mach 5 or passing the Karman line, however, Slinky's did offer its own brand of excitement and danger. Yea, he would miss Slinky's, with its garish neon lighting, and the ecstatic shrieks of middle-aged cougars tossing bills on the stage. His smile faded as thoughts turned from shallow meetings in dark alleys to the only one that ever really mattered and the heartbreak that lingered still. Valentina Kerman: his love, his muse, his co-pilot in life. Everything had changed on that fateful day in Joon. He still remembered the acrid smell of smoke, choking him in the cockpit as both engines of his K-11 Skibble flashed and he took a dive into the crowd. Sadness filled him. That K-11 was such a beautiful plane. He and Val had shared their first kiss in that cockpit. But, like his love and those three Kerbals near the crash site, his K-11 Skribble was burned beyond any recognition. Bitterness tried to swallow him as he pushed those thoughts aside, his eyes instead narrowed as he steeled himself to focus on the path forward. In ten days, he'd be airborne once more. For now, he would endure the dregs of his current existence, dreaming of the roar of engines, the rush of air, and the thrill of the skies, where he hoped to reclaim his lost glory. The final countdown had begun, and Kip knew he would succeed. That despite the losses, the indictments, the insurance scandals, AND betrayal by the hands of his best friend, he had ten days to prepare. Prepare for his return to the heavens.
  4. Exactly. Sandbox already existed and Exploration was advertised as some miraculous melding of science & career but took out a great deal of what made career... well, feel lik a career. Currently I agree with the sentiment that *resources* will no be able capture that initial part of the game loop.. The one where SRBs had relevance. Unless leaving Kerbin is also behind a resource wall.
  5. Might be the version I'm playing with. Assumed it was intentional bc it's was so neat to be able to do it. I thought it was part of the idea of them being trained up before officially joining the roster at 500 hours.
  6. I love Civilian Population Combined with Free IVA. You can talk Civilians (Tourists) Through your habitat / station area.. out an airlock & EVA. Definitely adds an entire new element to game play. I enjoy it for the novelty sake. Other I have seen use curated mod lists to have full sensor info displayed onto IVA. Some even alloy camera overlay onto certain screens. KSP has so many different mods that even something like IVA can cater to several different playstyles!
  7. 6694 Or X = (½ × 13388) + (√10000 × 3) - (1000 ÷ 2) + (169² - 168²) - (13380 ÷ 2)
  8. Did you load up Ckan and see if RO has a conflict with trajectories? Or select trajectories and see of RO is red? It should work by using whatever physics are being applied To the game, but I could be wrong. IIRC, I have used it with FAR in the past.
  9. Last few moments of docking. Aligning everything perfectly.. inching forward.. zero relative velocity.. repeat Ever forget to disable or significantly reduce engine throttle and hit full throttle accidently during the final 3 seconds of docking?
  10. Yep. In a nut shell. I don't necessarily need this today.. tomorrow. But I do want to see discussions on it. How to they plan on injecting longevity into the ganeplay? Do they think go here drop bubble, make colony will satisfy or replace missions? Any plan at all to implement procedural elements? What is planned regarding this massive interstellar void. Colonies and Resources is not the answer to this question. Like all things. There is little to no mention of what is in store for that aspect of the career gameplay loop. It is definitely something that could use some attention in this "increased communication" we are asking for.
  11. The harsh Squak of the alarm clock was grating on Kip's Nerves. It's sound was amplified through the induction speakers mounted into the walls of the patented "Somnolence Chamber" by GooGrate Inc. Well, at least he gets to fly again. Once part of the Dynamic Daredevil Duo he thought those dreams were gone. After that last scandal where he ended up doing a short stretch in jail & that treacherous Jeb ended up will Val. Luckily the new startup, Kerfarious Enterprises doesn't care about a criminal record. MEANWHILE...
  12. Each person is entitled to their own opinion, but (beyond the initial startup phase) I have never had a KSP1 career playthrough be even remotely the same. Sure, Specifics regarding a mission may have parallel.. Take tourist here, gather reading from there. However, with contract configurator & subsequent contract content, many missions on prompted by most recent activities. However, If you ignore that mission to put a satellite around Jool, and instead head over to Duna you will be prompted to explore vastly different locations. and.. will see different things. Find different discoverables. One playthrough I focused on placing as many bases on as many bodies as I could. With refueling stations and extraplanetary launchpads. Mining exotic resources & using LP / OSE to fabricate Colonies on site. Another I decided I would skip the elaborate mining / rocket manufacturing & instead did small mining stations with orbital converters for refuel. Another playthrough I made a ton of planes and explored every inch of kerbin. As it stands now. The game stagnates quickly and has zero replay with regard to a career approach. It seems from the outside.. and no experience I'm coding.. that excrements could have been added easily & would ensure an endless amount of replay. Having a ratio of local missions VS greater amounts outside of Kerbins SOI could weight the game so to encourage pushing out system without taking the balls of what made career so much fun in KSP1.
  13. THAT Where are the technical dev blogs. Where are the REAL AMA where questions about limitation & strategy are discussed. Where are the reddit AMAs & in depth talks about the "Wheel". So nothing regarding planned content? Start publishing the dev diaries from "For Science" Us those notes with a few water cooler questions / emails to generate an in depth dev blog on decisions behind tech tree groupings. The lack of substance is what sucks and lends me to the thought.. many decisions like tech tree ended up being ad hoc or arbitrarily assigned. When you see people talk about the negative aspects of the UI you see specifics.. Maneuver Tool, Camera Eccentricities, GUI elements blocked / hidden beyond other objects, poor click-through priority assignment, inability to maneuver in another SOI When people express a foundness for the new UI.. it's often "I like it" or "it's better than KSP1" The graphics are better. A new coat of paint.. but I dislike the UI intensely. Font Part Manager Staging Window Interaction Maneuver Tool Camera Controls Ship Save (Filters or Options for Structure) Could you please express the parts of the UI that you enjoy more? I like the stock app tray I like tracking station Aside I don't much like the UI
  14. Rovers is what bothers me the most. I enjoyed cruising across the alien landscapes. Currently impossible. Rover leaps into air and does figure 8's .. and continues without any control inputs. The advanced tweakables for many parts I KSP1 allowed us to tune what's "under the hood". Even a tiny RC car can overcome the obstacles my rover struggles with. Torque increase should decrease over all RPM of the drive. I'm not asking to have a bunch of sliders tp adjust gearing ratios across the transmission But You should ABSOLUTELY be able to design a rock crawler if you so choose.
  15. I'm just Sad. I know people say touch grass & feces. I do. I wish I hadn't become as emotionally attached to KSP as I have. The same way some people gravitate to certain music when life sucks. I was overwhelmingly hopeful for this game but the more I read the more it appears to be going in completely different directions. I think this is the root of why we see so little content of worth. They fear *even more* negativity. Someone somewhere knows the community is split .. by review metrics, reddit, steam, here... Alot of sadness & anger. I think they KNOW any real communication about specific features has a chance of upsetting at minimum 47% (or whatever) of the community. I don't know if that's the case.. it just feels that way to me. I wish I could just smile and be hopeful that the game will end up in some state I will love. I know modders will make thay happen .. eventually. That it the day I truly await.
  16. I think it's becoming more and more apparent the sentiment of various members of the community and developement team. This seems to be a direct result of selective disassociation. We have been told on a couple occasions that this should be the *Official* channel of communication. The mere volume of discord messages precludes permanence. In theory, discord messages are permanent and the threading system is attempting to transition into a more official form of game communication, but it still feels very transitory. However,that is the medium that receives the most attention from those chosen to interact with the community. The reason seem (to me) because there is still an overwhelmingly positive scope to what is being discussed on the various discord platforms. On the official Intercept discord there is very little outspoken negativity. Those using this medium have attributed this to their more discerning amd refined nature. Civilized and all. They are adults, we are children. Those that are outspoken are *labeled* as haters & worse. Conversations bashing those voicing negativity on reddit / this forum can be found with Dakota actively trying to prevent that form of toxicity from becoming normalized (TY Dakota). If you mention something negative on discord, be careful of wording. It is there... much as it was here when there were more people without any KSP1 experience. There is clearly a split between old school / n3w skool thinking. If you scroll through the various means of communication, there is an inverse relationship between negative feedback / communication. Watch the CM posts dwindle with complaints about bugs / kerb reports increase. I understand the desire to distance yourself from blast of negativity. By and large that has taken the form of game / development criticism. That is the nature of EA. It's so frustrating that discord commitments for *talking* to the community are so far greater than this forum that predates the existence of discord The frustration is primarily being directed at the studio.. parallels are ONLY being drawn to ST & Uber because of this very behavior. But, Let's continue to keep the tone civil as we fight to make your points heard. PS For Science was not a hit for me. I expected a more career-esque feel. Exploration is supposed to replace career & science offering a mergin of the two. Without the procedural mission approach I would never have bought this game. Hands down that's what I enjoy and for years they alluded to taking what people liked about the various *modes* of KSP1 + mods and running with it. Saying explorations is career anything was disingenuous.
  17. As you have "never used mechjeb before this week" the guide does a good job over covering the many different features of mechjeb2. Since mechjeb is not part of a stock experience, very little of that will translate into understanding what the various fields & readouts pertain to across many sub windows. Also you can create custom UI windows with tailored info. This is what some people have recommended in the past when trying to get MJ to work specifically with RO. https://github.com/KSP-RO/RP-1/wiki/TroubleshootingMechJebPVG Hope it helps.
  18. This is the start to a reddit guide that is quite helpful. Headings allow you to scroll to the sections that pertain to the feature you wish to use. would start this progressively with the guide. It will allow you to have the foundation of knowing the UI & specific features that may play into advanced use of the add on. I HIGHLY recommend you learn to do each aspect manually before replacing that activity with automation. But this is personal preference. The guide does a much better job than I can about articulating the specifics. Ascent Guidance is the part that gets you to orbit.
  19. The current Mission Plan does not currently have changes to existing primary mission sequence. Is this worded so to be purposefully ambiguous? Or, does it pretty much confirm that mission are complete.. at least until some additional DLC. I have been holding out for hopes of some kind of confirmation they would implement the "contract configurator" system at some point. I have alway thought this was supposed to build upon the elements thay we all loved about KSP1. I maintained hoped that at some point they would begin to confirm various aspects of that being the case. This game does have potential to shape up into something truly amazing. The modding community of KSP1 are the reason it was successful for so long. People can argue this, but look at (non mmo) games that maintain relevance 15 years later. Morrowind still has a Huge following due to this. DOOM may remain one of the most famous titles of all time due to the embracing of modders. DOOM was recently modified to display on GMO e-coli gut cells. The refresh rate was abyssmal...but DOOM appeared in a national publication how many years later. It is clear mission considerstions are over, but a bad@$$ member of the modding community working on a more career approach. The mod is taking off, but looks like missions part is delayed / backburner. I may return when / if the procedural mission part of that mod ever drops. I love you all .. everyone one of the KSP community members. Even those I disagree / argue with. It has become pretty clear to me that this game intends to be something vastly different in spirit. That's OK. It's just not what I bought into the idea of. My greatest fear is loading up the game and seeing the missions for sale @ 1$ each. Buy parts packs & other mods that the community created. That my prediction for the future. I hope I am wrong. I'll be in the halls of KSP1 .. ::waves::
  20. I believe that is the goal. They are hoping we're grow fed up and trickle away like the rest of the others. There has not been enough significance placed upon our love for this franchise. But, I must admit I am so close to giving up. The Colonies have already deviated so far from anything I was hoping for. I think the goal is specifically to give it as a wide appeal as possible. Which mean removing much of what many older fans wanted.. what was promised for years. KsP+ what we had come to love from the best mods* (subjectove) This may not be the case, but it feels like the common core educational system in the US has made a version of KSP I dont really wanna launch a ship with a magic part and animation & a station. I wanted EVA construction, with Struts. I wanted tenuous docking moments when I connected the powerhouse. I think a robust series of features thay are but free should come waaay before interstellar. I wish they'd run multi-player as a concurrent side project and push interstellar to DLC. I don't even see resources making much difference with the proposed *style* they are going with. I do not see them choosing to go with complex OSE style resource conversions into part. I think there is no communication bc 1) They know the majority of the community will really not like what they have in mind 2) The project is dead How else can you have 6 weeks of sprint planning & two work weeks to structure and *internal calender*
  21. The wheel physics of kithsck is on point. That is an area where they have put a great deal of effort. Fully building suspension systems, with gearing differential. Considering KSP1 had bearable wheel physics and a mod that made them much more functional... the state of the wheel really sucks. My rockers still leap into the air as I'd hitting a wall.. then do slow circles on their side... ZIIIP off in a straight line and repeat.
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