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KSP2 Release Notes
Everything posted by Beeman
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Might be annoying to some people and would be a good idea to be able to toggle them off, but I'd be okay with them. I'd rather have the light on batteries(and add one to the stack batteries) change color when they're low or empty, though. Like that one mod that does exactly that. But I'm usually looking at my ship's resources so I tend to know when I'm running low on anything.
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Manned missions are more difficult in real life but not really in KSP, unless they ever actually add life support(they still seem on the fence about it). So there wouldn't be much bragging and it wouldn't be paced very well if you start the game with huge science earning manned missions then unlock low-tech probe stuffs >.>
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I did that to a rover once, had a couple of those on its back and rolled the vehicle down some hill on duna...broke the solar panels. Didn't even realize it for about a whole minute...that's how long it took my battery to die T_T
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I didn't say they dropped resouces, we're still going to get them. But the flow chart I was talking about was amazing, it had like eight resources and they all did different stuff and it was just this awesome-looking(though intimidating at first) flow chart. What I said was they seem(as in, I've just heard people talking about it) to have given up on that complexity. Thus, the resources and/or mining we'll see in KSP1.0 will probably be...like two or three resources instead of like five to eight resources. I mean, I"ll be happy to have any mining and resources in the game, but I'd have preferred the awesome flow chart they showed. It wouldn't even have been that complicated or confusing if they'd introduced one or two resources at a time THEN introduced drilling and processing >_>
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The problem is that they've said they don't have any interest in implementing a "difficulty" setting. There's been a discussion or two in the development forum regarding difficulty options or toggle-able features to customize your play experience but people tend to go either way on how they feel about it. Some people love it, some people hate it(even though options like that literally benefit everyone). So I don't know. The most recent one was here: http://forum.kerbalspaceprogram.com/showthread.php/46048-Adjustable-difficulty?highlight=difficulty The thread got closed, even though it was a pretty good discussion and the developers have said before that they love to see people discussing things, even things they've said they'd never implement. But no worries, it'll get brought up again at some point inevitably. I still feel that life support and other such things would fit into that type of difficulty(or realism) menu perfectly and you could have people running let's plays with all hardcore settings and some people being silly with easier settings and they wouldn't have to download a bunch of mods to make it happen so you'd get people who don't even know how to edit video and such trying their hand at running a video series about KSP. So I feel it's definitely worth looking into for that and the sheer gameplay customization of it all.
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Future Base Modules!
Beeman replied to MrPopcup's topic in KSP1 Suggestions & Development Discussion
They've said it before that we'll be able to move about between parts using hatches and things in IVA. Right now, our IVA is the simplest implementation of it where every kerbal is stationary. I can't wait until we'll be able to take off our helmet and float about a space station or duna base or whatever else people create -
Reworked aerospace parts
Beeman replied to Skylid's topic in KSP1 Suggestions & Development Discussion
I agree. All of the spaceplane parts seem really...below the average quality of rocket parts. I mean, they're good for a mod, but for the stock game, they really need some work. I think they realize this and since they got B9(Artyom, I think) working for them, we might see some amazing spaceplane/shuttle parts coming whenever they get around to reworking the aerodynamics and stuff. However, until they rework aerodynamics, we don't really need new spaceplane parts. When we get science, life support, more station parts and so on...then we'll actually need something like a shuttle delivering those parts and modules to orbit regularly and that would be a really good time for them to introduce cargo bays, heat shielding(if they bother with that) and so on. So basically, it's going to happen...it has to. Unfortunately, we've got to wait a while for it. On the plus side, the next couple patches are going to be really exciting, so we'll have plenty of stuff to keep us busy until they get around to reworking aerodynamics and spaceplane parts -
I fully agree. The developers of War Thunder take machinima somewhat seriously as they've implemented some really good replay features into that game and some fans have made really outstanding videos as a result of that. I'd love to see creative people doing the same thing in KSP and in-fact, some people already have! That unclickable building is Mission Control. It tells you that when you crash into it, apparently(never done it myself). It's modeled after NASA's mission control building as well, I think. That'll probably be where a lot of career mode stuff is handled. At least, it'll certainly be where missions are handed out to or setup by the player. I suppose replays could be handled in that building as well, it does make sense after all
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I think the developers are still on the fence in regards to life support. They want it but they don't want it to be an annoyance, which it certainly will be for some people. But for those of us who'd love to see full-on life support in the vanilla game...I just don't think that's going to happen. Would be nice if it were something you could toggle on and off for career mode, that way those of us who'd LOVE deep, complex life support in the vanilla game could have it and those that would be annoyed by it or just want something simple like oxygen only could play thataway as well. But honestly, if they introduced complex systems like advanced life support and complicated resource mining and processing webs(like that flow chart they posted oh so long ago) one part, resource or mechanic at a time....it wouldn't be a bother to anyone. Except those who really hate those types of things for whatever reason, of course >.>
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[reflection] Using KSP as a base for an "X" game?
Beeman replied to slay_mithos's topic in KSP1 Discussion
I don't know if I'd like an X game with full-on orbital mechanics and things. It would be interesting, but....I just don't know. It'd be too complicated, I think. That type of game flourishes on the fact that planets and stations are all completely immobile and the only things moving about the universe are the player and AI controlled ships...and they all move freely. Having everything tied to orbits and things would make it a lot less fun to play that type of game, I feel. Would be interesting as a mod, though. Maybe after KSP 1.0 releases, we'll see some big overhaul mods adding functionality like that and then we'll really see how fun or not it can be -
EVA Kerbals at Space Station
Beeman replied to gunmetal's topic in KSP1 Suggestions & Development Discussion
Gunmetal is a shade of grey But gundams are awesome, just throwin' that out there >.> As for the suggestion at hand, I'd be down for that. I've seen it suggested at least once that it'd be nice to use craft we've made as main menu backgrounds...this would breathe a little life into them were that the case. This might even be something they'd considered at some point...I mean, they'd planned on having us train kerbals to do certain tasks on their own, more or less. So maybe this is something that'll just happen naturally -
Apparently asteroids are really dense. Especially if they've got metal in them. This was brought up in another topic about asteroids(not by me, I was just a casual onlooker) and apparently a ten meter asteroid would weigh a LOT. It makes sense, too...I mean, if you had ten meters of steel, it'd be extremely heavy So we'd have to make something pretty extreme to be able to move a kilometer of asteroid about. Not that it'd be impossible, just difficult and expensive. But anyways, mining and complex resource stuff has been planned by SQUAD. There was even a phenomenal flow chart shown(by them) to illustrate how resources would probably work in the stock game. I guess it was too complicated(but honestly not at all), so I've heard that they gave up on that amazingness. They've even considered leaving complex mining for an expansion pack after the release of KSP1.0 which made everyone very angry for a short while. Of course, that doesn't mean that they're bad suggestions. I definitely would love to be able to do all sorts of fun mining, setting up processing facilities on celestial bodies and all this fun stuff. It wouldn't even be as complicated as it looked on that flow chart if they just introduced one or two elements in at a time THEN introduced processing parts later on in the tech tree. I mean, they've got idiots like me learning complicated rocket science(though not as complicated as real world science) without having to think about math or numbers at all. It's amazing what you can do with supposedly difficult information if you present it in a simplistic way. But anyways, we'll just have to wait and see what their new plans are for resources, mining, life support and career mode. They haven't really revealed all that much yet for this stuff. Just a few things here and there(and a lot in the way of R&D 'cause that's the next big feature).
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It's fine to suggest some things, but when you start your thread by saying how disappointed you are in KSP for not having these supposedly basic features(that are entirely low priority updates), it makes your suggestion seem a little iffy to the average user. Aside from that, if you wanted to suggest these features, you could always hit the suggestion forum, rather than KSP general, where it looks like you're just talking about how bummed you are that you can't record replays in KSP. Of course, if you're going to post in the suggestion forum, I'd say do a search 'cause I think replays have been suggested before. So...I don't know. Just don't expect a very positive reaction from a passionate community when you say something like "so I just bought this game and am pretty disappointed" >.>
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Future Base Modules!
Beeman replied to MrPopcup's topic in KSP1 Suggestions & Development Discussion
We'll probably get a little labratory, habitation something and other such parts. I wouldn't expect them to be too big or extravagant, but we're going to need more sciency bits and since manned science missions(especially those that return with their data) will yield much more progress than probes or beaming that data back, we'll have to have some interesting things to make setting up those bases fun and customizable. Though I'm not so certain that those things would be in .22 though perhaps .23 or something. I can imagine .22 being a lot of the groundwork, making the current science parts and communications equipment functional then adding more parts in the next patch...or even a patch after that. Then again, they might need to add a handful of parts or more in .22 in order to fill out the tech tree....so who knows -
Building colonies and minning
Beeman replied to Inspector Gadget's topic in KSP1 Suggestions & Development Discussion
We're undoubtedly going to have mining in the game eventually...maybe even in another patch or two. However, I don't know how complex it'll be. There was a really good resource flow chart that they posted a while back, but supposedly it was deemed too complex and they more or less canned that idea. It would've been PERFECT, though, not going to lie...and they could've made it seem a lot simpler than it looked in that big flow chart by introducing some elements(water, oxium, propellium, etc..) first BEFORE introducing mining bits. Then you'd only have to worry about one or two resources which is really simple...then after you understood those, adding another wouldn't be too hard to grip. Then another and so on until you're a master of the resource flow chart. Just like any game element that seems too complex for people to understand. I mean, that's what KSP is all about. Either way, they'd also mentioned potentially leaving expansive or complex mining operations to an expansion pack. They kind of said the same for colonization. We'll have bases and things like that, but not full-on colonization in KSP1.0. Of course, when they mentioned expansions/DLC, everyone went insane for a week....so I couldn't tell you what exactly they're planning in those areas for the time being. But you can bet that there'll be(and already are) mods for those types of things. So yay~ -
More fuel tanks sizes
Beeman replied to bartekkru99's topic in KSP1 Suggestions & Development Discussion
I don't know if we'll ever get parts that big. We might, but I'm not sure. Wouldn't be terrible, I guess, but mods really fill that role nicely. Otherwise, you can often break your large payload up into smaller segments and get it to orbit a lot easier than you'd think. I know I have a bad habit of overestimating the weight of my payload and wind up having a hard time building this monstrosity of a lift vehicle when all I really needed was a handful of rockets and a couple orange tanks to get it to orbit >.> -
A few ideas for future updates.
Beeman replied to JiWint's topic in KSP1 Suggestions & Development Discussion
The sciency bits will be used in career mode to advance your technologies forward. I wouldn't mind it if you could place scanners and things for missions, though. But they're not going to implement money yet, I don't think...so we're not even 100% on how they're planning on doing missions just yet. Just that Harvester doesn't want them to be linear, he wants them to compliment the way that you play the game. So...I don't know. It'll be interesting. But weather, corporate, military, science and even civilian payloads are all really good ways to add a little variance to missions, even if it's just changing the description or something like that. They'll probably fix the minor problems with the VAB at some point, too. Just gotta deal with it for now, I guess. As for English...I love this language. It may be some mish-mash of other languages, but it's so customizable. You can make up words and they work! They often-times make sense and people can figure things out by context a lot more easily than in other languages, i'm told. Spelling can be a pain, though. But I also like how many different ways to speak English there are. There's asian-english, which sounds silly(to me), hispanic english, ebonics, northern and southern english, british, canadian, australian and so many other interesting dialects and things. It's just a fun language to speak and there's so many ways for you to express your thoughts in english. So good on you for learning. For the next hundred-ish years, english will be the global primary language...that is, until a better or easier language comes along. Or another language is forced down everyone's throats via global domination(which is highly unlikely, at least in the next fifty or so years). So you may as well enjoy speaking it while you can -
Indeed, they could add all kinds of events and maybe have one or two tracks per folder(if they did the folder thing). Then you could really customize your game experience if you wanted to by adding or completely changing the tunes in certain folders...or every folder! Would really be good for some people, though I tend to not mind the stock music. But adding any little(or big) way to customize the game experience...changing around music, color schemes, flags, decals and so on...I'm always in favor of those types of features.
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Not only has it been suggested before, it's a planned feature There's going to be an observatory that you need to use in career mode to discover planets and probably solar systems whenever they get around to adding that top-end stuff. They'll probably also have things like orbital telescopes and things like that...either for science or just to help fill out your knowledgebase.
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It would look good, definitely and I'd like to see it in the game but at the same time...I tend to remember which direction my creations are orbiting and unless it's a very slow orbit, I can usually see what's goin' on within a few seconds of watching it in map view. Still, it'd look good and havin' UI stuff look good almost always improves the user experience.
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Yeah, pretty sure I saw a thread on this at some point. Might've just been a question about how people felt about KSP-themed physical displays. I'm not that into simming or immersing myself into KSP(though I do get really into it >.> ) so I didn't really take interest in that particular thread. I'd say search it and see what people thought, I think it went for a few pages of replies
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I thought you couldn't transfer a purchase to Steam anymore...like, I thought that was only available to people who bought the game before it was available on Steam. But I guess I wouldn't know >.> Either way, Steam saves SQUAD bandwidth money and you get the nifty in-game overlay to use for chatting or browsing the internet if your computer doesn't like minimizing things. You can also take screenshots and save them to your Steam account...which is just nice. But the reason Steam doesn't function as a DRM for KSP is because SQUAD removed that functionality. So you can disable automatic updating or even just copy your KSP folder out of your Steam install directory and mod it up, even hang onto that ancient version of the game in case a new update breaks your saves or mods or something and run it without a problem.
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Some common sense when it comes to parts
Beeman replied to Bothersome's topic in KSP1 Suggestions & Development Discussion
A lot of the older parts are going to be reworked at some point, I believe. They'll probably get a visual overhaul but might also get a balance shift as well. But right now, nosecones aren't really a concern because they're only cosmetic at the moment. Whenever they get around to reworking aerodynamics and atmospheric effects(weather and such), I'm sure they'll tweak or remake a lot of those parts. Especially the spaceplane parts which haven't seen an update or modification since their introduction into the core game. They were just a mod, if I recall correctly...until the mod creator was hired on by SQUAD. So be patient, we'll undoubtedly see a rebalance of a lot of the parts at some point. But right now they're working on career mode stuff 'cause it was so underdeveloped(actually, about zero progress in that area before .21). We've got R&D coming next with who knows what to follow. It'll be a couple patches, probably, before they start looking back at flight mechanics and parts again I should add that Bac9 of B9 Aerospace mod fame was also hired by SQUAD and he's the person who redid the space center buildings. So we might see his spaceplane parts to some extent(or at least a touch of his art style) in the game at some point. I'd say grab his mod and see what you think. If nothing else, you might enjoy the mod for what it is for a while -
They've got pretty much all the EVA goodness I could think of more or less planned already. Collecting samples, repairing things, strut gun, rover party and sciency stuff. Hopefully there's a lot of EVA experiments you can do...not necessarily in the next patch, but at least eventually. Like ploppable experiments and things. Just stuff to do to make your landing sites look like you actually had purpose landing there.
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BobCat Ind. - Colonization, exploring and research vehicle
Beeman replied to BobCat's topic in KSP1 Mod Development
That rover looks very good. Makes me think of transporting KASPAR packages around planetary bases after a botched landing or something like that