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jagfour

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  1. A very good idea it is too So where is this bug tracker? And where is the process of getting KSP to communicate to its customers that they have become aware of an idea, will discuss it, or reject it? How does a customer even know that their idea has been seen by KSP builders? I'm 59 years old. My parents are dead. Do not assume! Do not patronise me!
  2. If KSP makes no comments or gives any input into a suggestion, what is the point of making a suggestion? And don't ignore this question KSP makers. I'm pretty sure a lot of us who love this game and present genuine ideas to you, would like to know you even exist or take any notice of 'your customers' suggestions (who, as customers, are always right) ,as to how to improve this product. Or are we all completely wasting our time?
  3. Seven hundred and twenty three thousand, one hundred and seventy nine, any changes to the TK tree would be made by the Kerbals. My idea is how to gain access to items, using the KMS resources, along with ratios and quantitative total of those resources.
  4. The idea improving reliability of an item snuck in here. It was never part of my original idea, and I have never had a need for failures. So, regard failures as not an issue. There is no need to change anything about how money is earned. Yes my idea involves additional needs or uses for money, but like I said in my original post, its up to the kerbals to make such adjustments. I mean, they would have to work out just how much of each of the KMS requirements each item required.
  5. [snip] Mikenike To clarify, the more knowledge you have of an item, the better its reliability. I have 27 years experience in the aircraft servicing industry. Believe me, an aircraft is almost constantly being repaired, modded and updated in its life. Especially military ones. An improved version of any part is going to be the next item in the TK tree.
  6. What is your point? I have been computer gaming since Pong came into this world in the summer of '73. 20 years ago I was making world lap record times at 4 of 16 tracks in a racing game, Geoff Crammond's Grand Prix 3 v1.0, that as far as I am aware, were never beaten. I have got in a box in my loft games such as; the original Civilization, the original Railroad Tycoon, the first Silent service sub game, amongst dozens of other classics. KSP is, and always will be, an all time classic. I want it stay as such, and as all things do, it can get even better. I have never, nor will I ever, use a mod. As far as I am concerned with mods, they are things to be tested by Kerbals, and if found satisfactory, would become part of the genuine finished product. The current science tree is too shallow, too easy to get complete ownership off. My idea, clearly redefines how to get that next part in a more realistic manner. Any engineer knows that you need to test things. Any scientist knows that you need to invent things. And any government knows, It costs a bloody fortune to do any of that! Incidentally, a new idea regarding government funds. A Kerbin government could stick their nose into how the Kerbins direction in space travel goes. They could tell the Kerbins to develop a part or parts, but give a lot of money to do so, or other such interference like, we want a base built on Eve, here's the money. This is the kind of diversity that made games like Civ great.
  7. Not sure what you are saying here. Isn't the current tree a part web? Ian, I don't think this has relevance to my idea.
  8. Anyway, it doesn't matter what it is, I have a new and vastly improved way to progress through KSP in career mode. The last time I played KSP was when 1.10 dropped. Starting a new career, I worked my way to 'purchasing' with science, the entire science tree. Then I stopped. I recon there was at least half the contents in the science tree that I never used. It bugged me often since then. I have never used neon kit. Never, in all the time I have had KSP since 2012. Then the light bulb moment from out of the blue as to why I lost interest after obtaining a full science tree, and how to fix it. I have never had a love of the contracts system in the game. I have used them to get free or easy money, but I give the finger to tourists and testing things in flight. But this is where the major changes could be made to the whole of the science tree. Testing parts. Or more accurately, gaining experience and knowledge of technology and progress of that technology. Here is the way I feel, that the new Technological Knowledge (TK) Tree could work. Any item in the tree could be subject to failure in use due mainly, to the knowledge or lack of, of that item. To gain knowledge of an item, you will need to use it, either in testing on the ground, or in flight. The thing is though, to gain sufficient knowledge of an item, could take many more hours to test an item on the ground as opposed to testing it in an atmosphere or on a journey to the Mun for instance. To be decided just how many hours of knowledge would be needed of an item in order to release either its successor or an improved or bigger item, such as a fuel tank. The knowledge of an item would be displayed with the item in the tree with a knowledge bar, that fills as the required knowledge of an item is gained. As the knowledge bar fills, it has 2 effects. One being the improvement of the quality of the item , reducing to near zero its possible failure rate. But, and more importantly, when the bar becomes full, its successor will become available. Now all that takes time. There are 2 other ways to reduce that time. Money and science. The knowledge, money and science (KMS) requirements for each item. Throwing resources at an item will always improve its reliability. How much money and/or science and just how many hours of knowledge of an item is needed, would need to be worked out by the Kerbals. The difficulties of obtaining each item in the tree would vary greatly. For instance, a bigger fuel tank would be much easier to obtain than an improved drone. eg. KMS ratio of a bigger FT being 1:9:0 with a total resource level of 1000, or for a drone KMS being 3:4:3 with a total resource level of 20000. This idea will completely change the way you obtain a part in the game as it would require you to physically use an item to obtain others. There could be a requirement to gain knowledge from more than one item in order to get a technology upgrade. The options are endless as to the complexity of the new TK tree. KMS, ratios and resources required for an item could, to some extent, be randomised at the start of a new career, greatly changing the way the whole game plays out. In conclusion, the science tree is replaced with a Technological knowledge tree. Each item in the tree being improved in quality by; time in use knowledge and/or money and/or science invested into it, using a KMS ratio. Each item will have a knowledge bar which shows progress towards releasing its successor and/or other related items. Additional thoughts as to this idea as my thought processes develop You could hover the mouse over a knowledge bar to get further info from those kerbals that matter. Early on in the development of an item you could get info from your chief scientist along the lines of 'I haven't got a clue what we need', and from your chief engineer something like 'I don't know enough, I need more time', he's crying as he says it. Further on into the development, your CS could say 'We need another 500. Just keep giving us more', or the engineer says 'I need another 50, I need another 50. Yeah, 50 should be enough'. But you might get someone else that appears from nowhere, the Chancellor of the bank of money. He could say something like, 'there's no more money, your on your own'. Or he could have had a good night with he's missus last night and say 'The chancellor has x amount of spare cash. You got 1 hour to splash it around before I change my mind'.
  9. I've seen some of my ideas mentioned already, but other additions and improvements could or should be considered: First thing from the videos is the graphics. They are looking good. Hopefully the exhaust s will plume bigger with altitude in atmospheres. I think I have seen gas exhausts from fuel tanks. Great. But, I haven't seen the tons of ice falling off the rockets at launch yet. Sound time/distance delay. I hate hearing something immediately as it crashes 10k away. Someone else has mentioned doplar effect as well. Multiple connections must be possible. A simple Ctrl+select will do. LUT building blocks. A full Solar system random builder, with various slider bars to play with, that determine various Kerbalistics. Gimbaling must be nailed. Has been over compensating forever. Same issue with RCS unable to stabilise a body. I fix the problem by rhythmically turning it on and off.
  10. Yes, the thrust to weight ratio increases all the time the engines are on, or Valentina deploys something.
  11. Great minds think alike. I posted this last week. I was an engineer in the RAF for 27 years. Celebrated my 2 anniversary of being a civvy again yesterday. I miss it more than I thought I would.
  12. We are missing the kerbal government. How about hiring the staff at a cost. I mean, we could need 400k engineers to get to Mun. Thats a lot of money that can only come from a government. You then have the time versus cost aspect. Are you going to make it on time with what you have. What about the Kerbal population. Do they want us to go to Mun or Tylo. Do they complain about cost or want more spent? What about a change in government. Will they be for or against space travel. Testing stations, LUT's. Where are my LUT building blocks? Where are the controlled gas escape on charged tanks, or the tons of ice that fall off the ship when the engines are lit? So much more can be added to this game. My wallet is ready to pay for the DLC's that will and may be coming.
  13. I love this game. I watched Neil, live, when he took that first step. I was 7. At about aged 50, KSP arrived. Thanks Squad. For a few years now I have found that once I get all the science needed to get ALL the toys, I feel that I have achieved enough and lose all incentive to carry on. The next upgrade gets released, and the cycle is restarted. I got all the toys. Job done. Recently I bought, what I hope will be, a fantastic car production game that is in Alpha. The developer is full hands on, getting and considering all feedback from we, the testers/owners of his game. But, like KSP, once you have built a fully updated car production line, the interest seems to fizzle out. Limited goals are there to achieve in the game, but there is no or very little pressure. No opponent to beat. So, lets look back to how and why Neil was able to make that first step. In late 1945, the greatest world conflict finally came to an end. But, what an end. The first use of a nuclear weapon. The most fearsome instrument of war that may never be beaten. But across the Atlantic was another new power that had at its disposal, the biggest military might that had just thrust aside the biggest monster to sweep through Europe. But this military might was missing one thing. The nuclear weapon! War, does one thing to technology. It turbo charges it. Technological advancement is fastest in times of war because if you stand still, the enemy will beat you. With the second world war producing 2 new superpowers, superpowers that were politically and culturally at opposite ends to each other, a new war was started. The cold war. There were many a twist and turn in the following decades with East and West vying for both technological advancement and political kudos. So steps forward a man with a vision to 'go to the moon. Not because it was easy, but because it was hard!'. When he said that, there weren't even the materials in existence needed to achieve it. And, there was another little fact that may have been difficult to beat. Time. What do all these constraints produce? Pressure! Pressure in life creates stress. Stress and the need to have stress in life creates incentive. The incentive to keep going, find answers to tough questions. Discover new things, new ideas, new processes. Testing. Improving. MONEY! How could this be achieved in KSP? Create a government or power that states goals to achieve. Time constraints. Financial constraints. Resource constraints. Personnel and training requirements. Goal post's moving. Goal post's changing. etc. etc. This in itself would need to be worked on by Squad, maybe even hiring new personnel with different skill sets to create this kind of DLC that I would rip their arm off to have in this great game. Discuss. PS For the youngsters out there, the 50th anniversary of Neil taking that step is this Summer. Do not ignore it's celebration. It will be on a TV somewhere.
  14. Squad have done exactly the right thing. Keep it up Squad. Anyone think that a certain Shuttle launch should have been delayed a bit more?
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