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Everything posted by Beeman
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Science Instruments and the Tech Tree
Beeman replied to MUSTANG's topic in KSP1 Suggestions & Development Discussion
This might be one of the kerbal skills the developers have talked about in the past. Train someone to be a scientist, put them on a mun and have them do certain tasks on their own. I'm not sure what extent they'd implement automated tasks like that, but I get the feeling they'd be kinda simplified. Like the kerbonauts can do the job, but if you did it it'd be a lot faster and better or something like that. Then again, they might have something completely different in mind by now. I guess we'll just have to wait and see~ -
Pretty sure it was already planned. I mean, there used to be a decal button in the VAB, it just didn't do anything. Either way, I'd love to be able to drag and drop my flag or even just random decals(or custom decals!) onto my rockets kinda like how you can create custom decals in APB and stick them onto your clothes or car wherever you want.
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Keyboard Layouts
Beeman replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
Yeah, it's nice that you can setup secondary keybinds for controls via the options. I use my keyboard for docking RCS control but ijklhn for normal use...and WASD of course for both. Not enough games let you set secondary keybinds for things >_> -
I'm one of those people waiting for career mode. I really like sandbox mode, don't get me wrong and I like the freedoms that it provides. However, I'd enjoy the game a LOT more if I were restricted by budget, crew skill, available parts. If I were forced to make my rockets in some way reusable to cut costs in the future or to have to science to help research things. That type of customizable progression is just fun for some of us, way moreso than just building whatever we want whenever we want with no negatives to making mistakes besides trying again with more struts. I want my failures to mean something and I want my space program to be impacted heavily when Bill, Jeb and Bob die. I'd really like it if I could customize their roles and skills. Maybe I want Bill collecting samples or doing science and Bob making repairs while Jeb just rocks out in space like a true champion. Maybe after a few missions with a particular novice, I feel like promoting him. I'd love to be able to do that, to have an in-built game mechanic where I can do that, especially if I can change his look in some way to show that he's my space program's rank two scientist. Granted, a lot of that can easily be done and made compatible with sandbox mode...and probably would be if they were implemented. However, it doesn't carry the same impact as having a high-ranking kerbonaut die and suddenly you get a bit less funding due to bad PR. Or something like that. I think what we all have to realize...that's already been pointed out, in-fact is that all of us want to play the game differently. Some like the freedom of sandbox and only want restrictions their mind can create....but a lot of us do indeed want in-built restrictions and customizable progression so each time we start a new save file, it'll be a little different to the last. So why can't we all be appeased? It's not like sandbox mode is going to vanish suddenly, so there's nothing for you to worry about. Meanwhile, those of us who have been waiting for career mode have been waiting over a year(for a lot of us, anyways) with almost zero career-specific implementations. Them focusing on career mode right now is, as Harvester mentioned in the aforementioned blog, partly due to the amount of features they can get implemented with each patch with much less effort than would be required to keep tweaking flight or construction mechanics. Besides, working on something a little different for a change has to feel good for them. It can get very grating to be doing the same thing and stressing about the exact same stuff over and over and over for months on-end. Let them enjoy implementing different things for a while, making speedy progress instead of struggling for weeks to implement something seemingly minor.
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Would Multiplayer ACTUALLY work/Be worth it?
Beeman replied to Sickle's topic in KSP1 Suggestions & Development Discussion
The easiest way to implement actual multiplayer without trying to figure out the complexities of multiplayer physics, griefing and warping about would be to simply have a small-scale cooperative experience where you load onto a specific area of the universe. Like a munar base or space station around jool that you or your friends built(whoever's hosting would choose, most likely). Maybe there'd have to be some prerequisite to its size, part count or utilities available before it's deemed a viable location to coop on. Either way, you'd load into that station or base and just bounce around. Maybe micrometeorites would spontaneously break solar panels or cause minor hull breaches sometimes and it'd give you something to repair together. Maybe you could rover about and do some minor science, though it'd probably be mostly for roleplay with little tangible benefit. Or maybe you can do science, repair stuff and mine things and both parties get paid in their career mode for it. Then there could be a shuttle system, perhaps using either a premade vehicle or something with required specifications that the host made that can take you to another base or station, so long as it's a viable location to coop in. The transition between them could be a short cinematic of you and your buddies' kerbonats loading into the shuttle then maybe show one or two randomized scenes of silliness in the cockpit, crew quarters, maybe some type of kitchen or fitness center. Maybe show an extra scene or two if you're traveling between planets, just to show that it's a long flight. Could even have time passing in the host's game-world...or maybe not if skipping through time breaks career mode in some way. Anyways, that type of small-scale coop would be fun, fit into the scope of KSP with silliness everywhere and since the players wouldn't be able to pilot anything with rockets on it or...maybe just restrict them to a certain area around the base/station(yay invisible walls), there wouldn't be any physics or warping to complicate the engine any. Simple, fun, kerbal. -
Yeah, that pretty much sums it up. Besides, there's probably at least a few people holding off on playing much KSP until they get career mode at least somewhat functional. I know I was...but then .21 hit and I started playin' again.
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Well, that's exciting news Can't wait to see what you've got percolating in that brain of yours~
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[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
Beeman replied to sumghai's topic in KSP1 Mod Releases
Ooh, having a bent connector part to make a large octagonal or decagonal rings would be epic -
Well, part mods don't break as easily as plugin mods(though a lot of mods come with plugins nowadays). But overall, I'd say go for the gusto. Just don't get attached to your save files. Think of each big update as a reason to start fresh and come up with some new designs and goals. At the same time, not downloading mods isn't a terrible idea either. Do whatever brings you joy, man
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what version of the game did you download first?
Beeman replied to duncan1297's topic in KSP1 Discussion
I think I got the game at .19. Might've been .18. I got it on steam in April, right when that whole expansion misunderstanding took place and anyone who purchased the game before the end of april were guaranteed all future updates and expansions(if they even make paid expansions) for free. I was holding off 'till career mode was implemented, but I do love me some free stuff, even if it's stuff that probably won't actually be made >.> -
I had issues with translation controls, even though it's honestly not difficult to figure out(IJKL is identical to WASD but with the other hand). But now it's easier for my brain to handle because I bound the RCS translation keys to my keypad. 8, 4, 6 and two translate up, left, right and down respectively while five translates forward and keypad zero translates backwards. I still use q and e for roll but for some reason the keypad just works better with my brain than IJKLHN >_> I tried using docking mode once and it broke my mind after growing accustomed to WASD+keypad for docking maneuvers >_>
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I started playing 'round .14 and didn't know what I was doing back then. I think I made one landing on mun and one accidental touchdown on minmus. I also got a couple friends of mine to buy it back then so that was fun, sharing our adventures. I took a couple months off, though and only just started playing again in .20, mostly after .21 and I'm eagerly awaiting career mode.
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Ability to extend/toggle parts in the VAB
Beeman replied to JeramyM's topic in KSP1 Suggestions & Development Discussion
I agree. Even if it were just a button to toggle EVERY deployable part at once, I'd still prefer that over not being able to do it at all. Then again, I think some of the B9 mod parts are animated in the VAB. That's rather convenient because it shows you what it looks like closed, shows you the animation to see if you like it and shows you what it's like when it's deployed. I feel like that might be the the future of stock parts as well. One can hope, at least >.> -
Caves, Ravines/Canyons And Volcanoes
Beeman replied to Sickle's topic in KSP1 Suggestions & Development Discussion
I'd be down for caves, tunnels and other interesting land formations. Would be a good reason to diversify rovers and rover delivery vehicles. I feel like this is probably planned, though. But maybe it's one of those things that can't easily be done just yet. Like, they might have to optimize things a LOT to make jagged surface features or things like tunnels and caves. Then again, I don't know anything about it XD -
More Space Station like parts.
Beeman replied to TheZenGuy's topic in KSP1 Suggestions & Development Discussion
We'll undoubtedly get more station/base parts at some point in time. Especially after they rework IVAs to where you wan actually wander about the inside of parts. Can't wait~ -
I'd be down for a community-guided development priority list. Kinda like the Planetside 2 roadmap. Or something like ideazhub for WarZ where players type in suggestions and then you can comment on them in addition to up/down voting things. But I think the developers do pretty well on their own, to be honest.
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I would be completely okay with landing airbags. They could work like procedural fairings, but start deflated then somehow encapsulate your payload for its rough landing.
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I just downloaded SubAssembly Manager last night and I can confirm that it works >_> Of course, I've never used it /before/ so I don't know if anything's broken. Still, it does exactly what I'd expect it to do.
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I always have some dumb name for my stuff...and I always try to come up with some standardized abbreviation to let me know exactly what that craft is when I'm glancing over the load menu. First I just named things and gave them a V1, V2, V3 tag for version numbers(with .5s coming with minor changes to the version number) but then stopped doing that entirely for a while. Instead, I'd just name things what I thought they did. Like, if I sent a probe rover and orbiter to mun in one rocket, I'd call it Munar DuProver. Du for dual, P for probe and rover for the rover. After that, I decided to give things size tags(still giving things dumb names, mind you). So a large orbiter for the mun would be Munar Orbiter L1. There'd also be M and S for one meter and probe sized craft. I actually didn't use that theme for more than a few rockets. Currently, I use a simple tag for what type of vehicle it is. P1 for the first iteration of a probe, L2 for the second iteration of a lander and so on. I still use dumb names, though...but at least my tags are somewhat sensibly organized >_> When I get a vehicle to its destination, I tend to change its name, though. Just so I don't get confused in the tracking center if I wind up launching a second mission using a vehicle I've already got out there somewhere.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Beeman replied to sirkut's topic in KSP1 Mod Releases
Well, I personally don't like the parts too big so you do them however you like. I'm more for the medium-ish parts with simple padded feet(or whatever feet you've already got designed). I kind of like the vanilla micro legs, how they deploy sideways and down a little bit. Maybe something like that but after they're out, the legs get longer as well? But if we're going to be able to adjust the length of the legs after deploying them, it wouldn't necessarily be a bad idea to make them kind of long at max length. Since you'll have nine new legs, I think you've probably got what I'd be looking for somewhere in there so no worries, really XP -
I'd love to see more of these parts, they look really nice. My only complaint is that they /only/ look nice. I'd love to see some compatibility with something like TAC life support
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Ability to set vessel type in VAB/SPH.
Beeman replied to Fifi's topic in KSP1 Suggestions & Development Discussion
I fully agree. But I think this has been suggested before. Either way, it's a good suggestion. -
There was a pretty decent suggestion about this recently. The discussion turned into different ways to make the soundtrack more dynamic and customizable. http://forum.kerbalspaceprogram.com/showthread.php/43964-Dynamic-Soundtrack To summarize: Imagine having folders for different events(approaching planet, landing, casually orbiting, landing while low on fuel, settled on surface, etc...) that act as playlists. When those events trigger, it loads a random MP3 from those folders and you'd be able to substitute your own music if you didn't like the vanilla stuff. Or even if you just wanted to add more tracks to your game. Kinda like how it works in Oblivion(and probably Skyrim). Or your custom radio station in GTA.