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PASSthe40

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Everything posted by PASSthe40

  1. So why even spend time here? I got the AC on and Id appreciate you not releasing all this hot air.
  2. I'm really happy to see this communication but it didn't really scratch any itches for me. Nate, I almost want to hear more about how you plan to communicate moving forward than hearing about the next patch. The next patch to me should be coming soon and itll address whatever your team focused on which is a positive step forward. How do we improve communication. How can we help give feedback to your direction while you progress. It feels like we are at risk of building to requirements that may be disconnected from the stakeholders needs. Better communication, earlier and more meaningful can help us avoid that. I really like KSP2, I'd like to see it mature to a state that keeps this community strong.
  3. I've owned Subnautica for years, and hardly done anything more than mess around and get to initial base building. In the past few weeks, Francis John did a blind playthrough on Youtube which I highly recommend. It inspired me to give it an honest shot again and Im 22 hrs in. It's really an unreal experience and the immersion is done so well. Once I got to the point that I realized its kind of difficult to die, exploration really opens up and its a blast. Underwater base building is great as well. Definitely a looter, but I feel like there is so much there in terms of story, environment, etc...for me thats what sets something like this apart from a game like PlanetCrafter, which I've put about 24 hrs in EA, but felt it was so grindy with little really outside of a constant progression grind. Anyone have any recommendations for an underwater survival game like Subnautica? I feel like Subnautica, Stationeers, and The Long Dark are 3 games that just really scratch survival itches for me.
  4. Thank you. That's excellent to hear. But I do hope there will be missions added to the initial set, before a player has progressed to colonies. The current set leaves a lot of agency progression gaps. We've given this feedback enough times, feels dumb taking the time to write it again.
  5. This was definitely one of the most disappointing things I saw on discord the other day. Dynamic missions are an achievable feature, and not a lofty goal. There is work to do there but its not some great hurdle. But what actually irks me is that they haven't taken a single sprint, on a project that has a mission design team, to add another 10-20 static missions to the list? That definitely was one of the most disappointing things to me. This development team is at risk of tuning out the customer and missing the opportunity to adjust course...and the crazy part is that it is in the name of tuning out the customer so they don't waste time changing course.
  6. I've been diving into a few titles to pass the time until the next update... Prison architect - wanted to get a nice long run in before PA2 Medieval Dynasty - fun little sim village builder Stationeers - love this and only found it recently. Last month i read The Martian, and stationeers feels like the closest thing to experiencing being stranded and on another planet and needing to use science and engineering to survive...kinda Rimworld dlc drops tomorrow. Zero clue what to make of everything they added, but will figure out a theme to base a new run on Hoping we hear about build 42 for project zomboid or next update to the long dark!
  7. Downloading a new version on CKAN. Any update on whats changed?
  8. Definitely true. I destroyed my kerbin and duna space stations and that seemed to take care of resource errors being thrown.
  9. Great idea! When supplies return to the pod, will the kerbal "return to work"? If so looks like this will be the band-aid i was looking for. Thanks again, consumption back to 75%!
  10. I started a new playthrough with this mod about 80hrs of playtime ago (~2 wks) and I love the added complexity. I am currently expanding my missions out to Duna and I am finding an issue where when I move into the highest time warps, using k2d2 warping to transfer manuevers in Kerbol orbit, my active vessel with appears to lose life support quantities and once I get out of warp my Kerbal is gone (rip). I suspect this has to do with the high warp electricity and resource issues that are causing constant out of resource messages triggering during this state. Just wanted to make sure you were tracking it, or even if you had a better work around other than maybe performing the warp from ksc or the tracking station using an alarm. Either way, awesome mod. This will be a staple of my future playthroughs for certain. I've been keeping consumption at 75% for my own balancing, at least while I'm figuring out how things work EDIT: A few more data points for the issue I talked about above: - I tried doing the warp to transfer mnvr node (~2600 days, 8yr food, infinite o2 and h20) from the tracking station and while the tracking station continued to show that vessel had crew, but as soon as I took "control" of the vessel, bill had sadly passed. - I turned consumption rates to 0% and maybe predictably, the issue is gone. Temporarily may need to do this while transferring. - Confirmed that this occurs for me when I warp at 1,000,000x. I will keep an eye on 100,000x warp. - Confirmed this occurs for manual warps, not only when I use k2d2.
  11. I re-started an exploration campaign about 10 days ago with this mod and it's been a refreshing way to play through. I feel like the added missions and tech tree modifications show some real thought about realistic progression. Will there be future updates? I have some feedback based on my playtime: - I would love to see missions continue to be added that guide me through realistic thoughtful progression much like the ones added so far. Particularly, the updated tech tree becomes much more challenging to work through after tier 1, as there is tech hidden behind a progression wall, but the stock mission set doesn't really account for how hard I need to work for better components. Don't get me wrong, I like the added challenge, but I also like the extra pat on the back for doing something like establishing my first orbit around Duna, or collecting its first atmosphere sample and returning it. Those will be major milestones when I get there, considering the added tech tree challenge. The missions you've added are great. - I really like the modifications to the tech tree and would love to see further refinement, and even better if the tree continued to be refined to match added missions that consider progression beyond tier 1. - Missions to further incentivize exploring tech paths that one might not spend a lot of time on. You nailed it with probes in tier 1 and really simulated realistic progression. Rovers, Space Planes, Space Stations, and if they mature, maybe some missions associated with a matured CommNext type mod, providing a path for establishing relay comms across the planets. Thanks again, I've really enjoyed and hope to see this mod continue to progress.
  12. Thanks so much for asking for the feedback. I've got a few thoughts: 1. What topics or concepts you'd like to see be covered (via tutorials) or challenged to the player (via missions) that are currently missing? For Missions, I would like to see gently guided progression of your agency, with new missions being triggered within that domain area. Example 1: I've encountered, orbited and landed one minmus and the mun. I choose to target the mission of leaving Kerbin's SOI. This event triggers a mission for sending a survey probe to accomplish initial duna encounter and orbit accomplishments. These trigger missions for landing kerbals on duna, sending probes to Ike, and maybe exploring the next celestial body SOI. Lead us through the progression of our agency's capabilities. Example 2: I built the fuel station side mission. This should be followed by a docking mission. Followed by a space station build up type mission. Followed by a remote fuel station / space station. Could cover probe, docking, multi-launch modular construction, refueling / resource management, resonant orbit maneuvers, Commnet Example 3: Build my rover as we have currently, land a rover on the moon, retrieve science with a rover, and I would expect as colonies progresses we'd have more mission types for rovers. Example 4: Build a space plane, have a space plane leave kerbins atmostphere, mun/minmus, kerbin SOI, etc etc Example 5: Might be a new concept, but missions which have me building custom subparts in the VAB, using more of the parts available to me in outside the box ways to accomplish tasks. As an example, I've read a lot about people using cargo bays to build custom command modules to accomplish the 10 kerbal eve landing challenge. That sounds really awesome, and it's something I should play with. That said, in my 400 hrs of kerbal space play, I have barely used many of the payload, structure type parts that allow for more open ended construction. I'd love a build up of mission types that have me "re-inventing the wheel" using a subset of parts that when put together make a wheel. I'd really love too if those missions were based on a practical reason for me to do it. I definitely feel like missions should guide us through exploring space and the mechanics we hope to use to explore it. We should learn all about Rockets, Rovers, Spaceplanes, Probes and the practical uses and techniques in which we should begin to consider using them for. I am not a big fan of monument hunts or sensational feats, but at the very least, I really just don't think they have a place as early exploration missions. I shouldn't be asked to find the minmus monument before I've plated a flag, collected a surface sample, discovered multiple biomes, returned science, etc. I should not be asked to land 10 kerbals on eve, if I've never collected an atmosphere sample. The progression becomes Janky, while these build up milestones leave a smooth path, tailored to the celestial body, or craft type. 2. Do you feel like you can accomplish all of the current missions in their current format? At this point, I have not had any issues accomplishing the missions I chose to take on. That said I am not a super user and I have not attempted, for example, the eve 10 kerbal landing mission. This is totally where I would love build up missions to that have me landing on eve and exploring it's atmosphere, as well as where I am gaining experience building customer crafts that might be similar to one which would hold 10 kerbals. 3. Are there any major areas or breaks in your understanding of how the game works that could be addressed through missions and tutorials? I've already written more than I expected so I'll end with echoing some other feedback I've read here. Extending the tutorials to cover docking, interplanetary, aero-breaking and gravity assists, etc. I haven't really done many of the tutorials because they cover kind of early topics for me, but I'd love to become more proficient at some more advanced concepts. Thank you all so much for your work. I probably had 10-20 hrs of KSP2 before For Science. I decided 2 weeks ago to give it a shot and see how things were progressing and I am rolling into ~100 hrs since then. I am loving this and looking forward to the future. Keep the momentum going!
  13. I solved my issue. I had a regular size docking port on a large probe. I am guessing the size mismatch was creating an issue during launch. Once I replaced the probe with a small one in-line with the docking port, all the heating issues went away during launch.
  14. I am attenpting to launch a rocket with a docking port at the top and a fairing surrounding that last stage. On previous rockets (100 hrs since For Science launched) i have only seen this a few times. By the time I get to 15-20km and 400m/s, i see the temp warnings. I try multiple launches, dialing back thrust till its barely gaining speed. Others i try to punch straight up further before beginning my gravity turn. I've tried bumping out the fairing to better protect its contents. Ive tried the protected docting port. In the end, once it gets to 450 m/s the part explodes. Anyone else have any workarounds? Its tough cause i don't consistently see this, even though most of my crafts have docking ports at the top, you know, in case of emergency. Any tips are appreciated!
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