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Everything posted by Wjolcz
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Well, I always try to do as many missions at once as possible to kill the time when something is on a long trip to the outer Kerbol system anyway. As long as the player is occupied with contracts (or should I call them MISSIONS?) that make sense and are fun to do in the mean time I see no problem with that. I would gladly focus on expanding and maintaining my LKO station or research new ways of SSTO propulsion, or build a permanent Mun base and focus on harvesting the ore and bringing it back to Kerbin (without abusing the clones, of course) while all the interplanetary probes are on their way to other planets. That's one of the reasons I think that actual programs should be included instead of strategies. The current contracts are just too random and are hardly ever interesting enough to accept. If the players had the choice to do what they want there would be no problem with waiting for long trips to end. Also the 'steps' after each program is completed are too large imo. After landing on the Mun you immediately get contracts focused on going interplanetary and nothing else so no wonder you have to warp to complete them. Or you could do the never-ending rescue contracts if you wish, because they are tons of fun, right?
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I think I had suggested sth like this already? Ok, maybe I wasn't clear enough: There would be invisible 'spots' on each body. Each would occupy a, let's say, 5km square. The more of those 'points' in one picture there are the lower the resolution of the photo is. The analogy is simple: let's think about a big hill full of trees. From far away you see it as a hill covered with forest. You take the binoculars and look through them at the hill. Now you see 3-4 trees really well instead of a green hill. Once the system for that is set up it's all down to limiting the max zoom of the camera part.
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What shall we do with the O-10 "Puff" engine?
Wjolcz replied to Stoney3K's topic in KSP1 Suggestions & Development Discussion
I find it to be an alright engine, though I wouldn't mind if it got a new model. -
RSS in 1.1.2 compared to KERBIN 1.1.2
Wjolcz replied to maceemiller's topic in KSP1 Technical Support (PC, modded installs)
It's because when you are below 160km over Kerbin the higher-res textures are still loaded. Once you are above it the lower-res Kerbin becomes a thing (render distance, or sth). In RSS you get to orbit above that if I'm not mistaken? Like 200km at least? Not sure where the atmosphere ends in RSS since I've never played it. That's the main reason why I put all my station above the 160km limit. -
Kerbal Space Program patch 1.1.2 is now live!
Wjolcz commented on KasperVld's article in Developer Articles
Spring and damper tweakables, awwwww yisssssssss... -
Prevent Impossible Contracts
Wjolcz replied to TinfoilChef's topic in KSP1 Suggestions & Development Discussion
I agree. They are waaaaay too random. I usually end up spending too much time in Mission Control because I try to filter out all those dumb contracts that I'm not even interested in. I wish KSP had some sort of filtering system, or programs to be chosen in the Admin Building instead of strategies. I would post my thread with suggested solutions here, but you guys are probably already fed up with it since I try to promote it everywhere all the time. -
The recycling isn't that important in the stock game as the parts are rather cheap compared to the money you can squeeze out of the contracts. I remember once playing a custom super hard career where SSTOs were essential to run the space program. I had to land each shuttle everytime or else I would end up bankrupt really quick. It was quite fun at the beginning, but didn't get me any farther than the LKO and felt really grindy.
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WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
Wjolcz replied to tetryds's topic in KSP1 Challenges & Mission ideas
Watching the fights is sooooooo fun! The variety of planes is awesome. I'm feeling entertained. -
We are forced to decline contracts we don't want to do (in my case it's like 75% of them). Most of them are also dumb and contribute nothing significant. I've spent enough of my time in the Mission Control declining all the contracts I don't want to do. Would rather spend most of it designing and building a space station. One thing at a time. Having a control over what kind of missions you get to do is better than the "fun" randomness we have now. Focusing on one program you actually want to complete gives more freedom IMO. And it would be even better if we could mix programs together (Space Station Program + Duna Exploration Program = Duna Space Station Program). I don't start a career to play sandbox. What's the reason in having more modes than one if it's defined as a "sandbox game"?
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Yeah, thanks, but that's nowhere close to what I'd like to see in a redone career mode.
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Which saddens me even more, because there was work put into them and the career is still what it used to be except a bit "tweaked". Those tiers should actually be meaningful and not limiting as they are right now. I agree that they shouldn't match stylistically. But they should have the same levels of quality. We don't start the career with pixelated Minecraft dirt huts and then progress onto something with more polygons and higher texture resolution, even though it kind of feels like it. The only motivation in career I get is to get to the last stage of KSC because I simply can't look at the previous stages' buildings.
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Something that somehow resembles real life R&D
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The whole conception of science points is ridiculous and needs to change. I would be happy if that and the tech tree were entirely gone.
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They are not. Barely acceptable at best. It can be clearly seen that all the tiers and the admin building are different style-wise from the last tier KSC. They look as if the person who made them didn't even take a look at how the last tier KSC is textured and modelled. Let's take the stairs for example. Just take a closer look at the low tier KSC. Simply walk/drive around. Then do the same with the KSC bac9 made and compare both. And the pond. I still don't understand the idea behind that thing.
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Prevent Impossible Contracts
Wjolcz replied to TinfoilChef's topic in KSP1 Suggestions & Development Discussion
How about 'Give Player The Choice of What Kind of Missions They Want To Do'? I say, redo the way the Admin Building works. Instead of 'strategies' offer 'programs'. Each program has a different goal and focuses on one thing. The programs directly influence the missions you get to complete. For example: you choose 'Continuous Presence of Kerbals in Space Program'. It offers you missions (in Mission Control) connected to creating a permanent space station in Kerbin's orbit. You are told to build one. Each mission focuses on building/expanding the station, adding new modules or simply maintaining it somehow. The end of the program would be marked with a 'goal' mission which in this case would the objective to deorbit the station, as the HQ is no longer interested in maintaining it and has decided to move onto a next project (which you get to choose yourself). The space station program shouldn't be the only one, of course. There would be many more. You could pick a few, mix them and some would unlock new ones. -
Look at other tiers we have. It is clear that they completely don't match the same style the las tier KSC has. Now tell me how the barn was "WIP" and we all "overreacted".
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WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
Wjolcz replied to tetryds's topic in KSP1 Challenges & Mission ideas
So it's either me versus the bot or me versus the other flying wing. I kinda want to see a flying wing vs flying wing fight tbh. -
I partly agree with this. IMO the main problem of the career is the science being directly bound to the research of parts, which IRL it isn't always the case. First thing: get rid of generic science points. Second thing: directly bind some experiments and missions (contracts) to specific parts. Example: you need better landing gear/rover wheels for the Mun rover. You go to the Mun and gather a few surface samples from different locations, then land the samples safely at Kerbin and recover them. The R&D gets the samples, analyzes them and decide it's very much possible to use a rover on the surface of Mun. Now you can research and build said wheels. They build you a prototype, which you have to test (accept a mission that tells you to do so). Once tested it's now in your 'inventory' and you can use them on your vessels from now on. There is also a few other things that in my opinion would make the R&D more useful, but I don't want to go offtopic too much since it's only a discussion about the science system.
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Rethinking KSP's career mode
Wjolcz replied to Rombrecht's topic in KSP1 Suggestions & Development Discussion
The problem is that the science points are a bad system though. You should do specific experiments in order to progress. If you want to build better vacuum engines/radiators/whatever you should first run experiments in space to understand how does the environment influence your spacecraft. For example: go out of the atmosphere -> run the thermometer experiment -> you are now able to build better cooling systems for your spacecraft (radiators). The way it works now: go to the Mun -> harvest science -> unlock the tree. And maybe that gives you freedom. Maybe you can do whatever you want to progress, but that's just not fun for me. It makes no sense to do a bunch of unreleated things to unlock jet engines, or bigger parts, or some other thing. The stock research system is just dumb. -
Does anyone actually use the first level runway?
Wjolcz replied to Prasiatko's topic in KSP1 Discussion
Yeah, I actually have made this mistake once or twice in the past. Wish bac9 could come back and fix all those tiers of KSC. He had so many great ideas about how the buildings should look right. -
Here's something: http://m.imgur.com/a/6qpzo It's bac9's work.
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