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AzuryxxVORTEX

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  1. Yes, but that isn't what I meant. I didn't mean the deployable ones, I meant the small permanent ones you put on the hull of your vessel.
  2. Hello, and welcome to this new suggestion.. Today I present to you: Procedural Ladders. Currently, placing ladders one by one is cumbersome and often results in less than optimal looks... So by using the same principle as tubes already in the game, we could add length to one ladder, making it all one part. This would result in performance, quality of life, and visual improvements- Personally though, I don't much like how ladders look, but it's only personal opinion... This will be my Kraken Tank submission, thanks for coming.
  3. Yes yes, I hope we get to see small colony features before Tier 5 though And for the wait, well, they've said it'll take significantly less time.
  4. Edited the topic a large bit, made things more clear, sorta. Not perfect, but it's a step forward. Oh yes absolutely. Smaller crafts in recon to later set up camp is the way to go. Once tech level is sufficient...
  5. No he's right, look- In Tier 2, Minmus and the Mun are on the left, where you just came from. And now, Duna is on the right, meaning that's your final goal for this tier. It makes total sense; Tier 1: From Kerbin to the Mun Tier 2: From the Mun to Duna Tier 3: From Duna to Jool Tier 4: From Jool to Eeloo Surely right, but if I had access to colony building whilst going from Duna to Jool, I'll absolutely take it- Like we've seen in the trailer, Duna has a large mothership, and Jool has a whole fuel station with an interstellar ship construction site..
  6. Hmm, yeah you have some really solid arguments that shed light on the matter You're right on Tier 2 being too early yes, wasn't really taking the tiers too seriously, but for the most part, I would absolutely agree that I'm excited about those colonies, and would prefer them to arrive at the earliest realistically possible, maybe Certainly not during the Mun phase though you're right on that- I didn't realize that Duna was at the end, and that's quite the mistake, ouch. But when we get to Duna, in Tier 3 I suppose, maybe we could build a low tech station with the level being in the ISS scale or less, like how we have here currently- Below, I see "Heavy Orbital Operations" as a node, I'm totally clueless about what that does, but I would pray for it to be an OAB- Continuing on this, yes, some things are LARGELY more important than colonies. Especially after orbit, I was actually thinking more about after the player left Kerbin, though I do lack communication skills really- But absolutely, introducing colonies too fast is a terrible idea. But I will say, I'd probably want to have it between Duna and Jool- Whilst that is certainly true without a doubt, I am obviously biased towards colony style building rather than docking things.. Personal point of view though, and I'm no game designer, sadly- Bad comparison, my bad, more like, 1980s to 2020s in terms of the space industry then? I was more referring to cities and not space, bit of a stretch I'll admit- But colonies are sorta cities, start small, then get bigger.. - So yes, I am biased, and absolutely hyped for colonies. To summarize my rambling, it was more about fearing the colonies are left unused in their astounding potential during most of the game- Though not having them before Duna is absolutely understandable, and I'd probably put it around here. I'm sure Tom knows what he's doing, and seeing by the current stuff, it's definitely true. I trust they will do it right, I'll just be expressing concerns from what I hear-
  7. This is it, sorry for the bad quality, but basically, the R&D building will have tiers of different tech levels. Ranging from beginner, to nuclear engines. What I wanted to say would be that low tech colony parts would be available as soon as the low-mid tech tiers, allowing to build rudimentary space colonies to use and maybe expand later. This would make it so that you use colonies all the way, and not just after you got the top tier... Screenshot showing the R&D interface, looking in tier 1
  8. What's this rambling about? Having Colonies locked behind Tier 4 seems like it isn't the right way KSP2 should be played. It would feel too step-by-step I feel. So, introducing it as early as Tier 3 will make the game progression smoother for the colonies, could even put it in Heavy Orbital Operations? And this would probably mean low tech colony parts... And why's that? Colonies are highly anticipated and would change so much to the way we play the game, launching rockets, storing resources, building complex nice looking outposts, this is what would change the gameplay in an interesting way. In KSP1, the way you build stations was nice, but with the addition of colonies, it could be made much easier and user-friendly. And would also make the features get shown to the player much more smoothly, by introducing the concept when it would start to become useful (Like in the quest to go to Jool, you'd build a Duna outpost to make a relay to this planet). An example perhaps. In Tier 3, I'd go on to make a small Duna orbital outpost to coordinate operations to go to Jool, perhaps even launching from there if I could, though this seems rather too advanced for T3... But then, as I progress through the tech tree, I'd have more complex and bigger colony parts to use and expand this Dunian outpost. Like how in the real world cities came from small traveller encampments from the late 1800s and turned into huge cities in the current day... Closing thoughts... I think that colony parts could aid greatly in the exploration of the Kerbol system after T3, as it would serve as homes for science and resources. They'd be the backbone of the Program by aiding crafts in their missions, and providing a command center on the area. Of course, vessels would need to launch a sort of Colony core of some kind... Hopefully the idea is clear, and I hope we would all be able to experience the benefits of colonies even in early game- Limited, but helpful, and expandable in the long run!-
  9. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Home 10.0.22621 64-bit | CPU: AMD Ryzen 5 5600H with Radeon Graphics (12) | GPU: NVIDIA GeForce RTX 3050 Laptop GPU (3977MB) | RAM: 15711 Severity - Minimal Frequency - Always Description - If a Kerbal goes on EVA whilst in the Tag Along crew cabin, they will exit with an offset to the visual door. - How to replicate - 1. Place and launch a Tag Along crew cabin with a Kerbal present in it 2. Send the Kerbal on EVA 3. Watch it magically appear above the hatch... Included Attachments:
  10. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Home 10.0.22621 64-bit | CPU: AMD Ryzen 5 5600H with Radeon Graphics (12) | GPU: NVIDIA GeForce RTX 3050 Laptop GPU (3977MB) | RAM: 15711 Severity - Low Frequency - Can repeat consistently Description - When snapping is enabled, and you try to attach a part radially to the slanted nose cone, past its center the snapping will flip, as if believing it was a normal cone, but with a surface envelopping a different shape. - How to replicate - 1. Add a "MK3B Slanted Nose Cone" in the VAB 2. Try to attach any radial compatible part on its upper section with snapping on 3. Observe that it flipped like it was trying to attach to a cone... Included Attachments:
  11. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Home 10.0.22621 64-bit | CPU: AMD Ryzen 5 5600H with Radeon Graphics (12) | GPU: NVIDIA GeForce RTX 3050 Laptop GPU (3977MB) | RAM: 15711 Severity - Low Frequency - Can repeat constantly. Description - When rotating the camera around, it is blocked by terrain. If you zoom out into it though, it isn't blocked and goes right through, exposing the planet's invisible crust. - How to replicate - 1. Get into any flight where terrain is present 2. Scroll down with the terrain right behind the camera 3. Observe the underside of the planet. Included Attachments: .ipsImage { width: 900px !important; }
  12. When designing crafts and vessels, seeing them in the dark void of space is often primordial if you want to go there more than once. And with the VAB always lit up, it's sometimes difficult to do lighting right. So, that's why I feel there should be a dark mode for the VAB where we turn off the lights, so that we can see what it'll look in the shadow. Might be a bit unuseful for those who actualy plan their maneuveurs to happen with direct sunlight, but for those who like the night, it's pretty nice.
  13. I do agree, this sounds quite interesting! 1. It destroys the need for wobbly rockets to have silly ksp momentos 2. It brings KSP2 closer to the cinematic's mechanics- Which is quite frankly very cool. 3. Adds a bit of realism and "immersion" whilst still staying in the theme of KSP And overall, if you fly well, you won't be victim of it. So, it's a win- Really hoping to see this go up, it's a well thought idea.
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