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Everything posted by Wjolcz
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KSP 1.2.9 and 1.3: Localization Update Stationary Train Consist
Wjolcz replied to Whirligig Girl's topic in KSP1 Discussion
So it seems like for me it's 'The Struts Update'. Oh, well. Better that than nothing, I guess. -
Changes to station/base contract system
Wjolcz replied to SirLumbo's topic in KSP1 Suggestions & Development Discussion
I think stations should serve a purpose. Building them "just because" is really stupid. -
What if they used expendable F9 FT and use every single litre of fuel the second stage carries? AFAIK it always has some spare fuel they use to deorbit it after GTO missions. Since this would be a free-return trajectory the second stage would fly by the Moon, go back and burn in the atmosphere anyway.
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So Starliner will be launched on top of Soyuz? EDIT: OK, I misunderstood it. Thought that Starliner is going to use the Russian rocket and it's just that the launches will be more frequent. But that leaves me thinking on top of what rocket will Starliner be launched?
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The ultimate game mode creator
Wjolcz replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
Well, I feel like it all boils down to the way career was designed. It's not my fault they did what they did and now I can't play the game the way I want. Career could've been much more simpler. All I want is a way to get rid of the science points. Right now it's not possible even with mods. The reputation-based game was just an example. It makes no sense and I wouldn't do it but I don't think people who would should be excluded. -
The ultimate game mode creator
Wjolcz replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
I'd imagine them setting some sort of default 100% cost values and then allowing the player to adjust the percentage slider of the cost (if the cost of a node is 10 rep at 100% and you set it to be 10% then the cost is now 1 rep). We can do that to contract and science rewards already. But then the player would have the ability to mess up their career experience completely BUT it's possible already with the sliders we have in the game anyway. Sure, more freedom equals more ways of effing it up but also more ways of doing it right. EDIT: ^^^that's why I think it's a good idea to help them as a community balancing such feature. The more people playtests it the more properly balanced presets there will be. -
Metallic Hydrogen created, will change spaceflight
Wjolcz replied to Peder's topic in Science & Spaceflight
Aluminium? -
I'm now convinced that we are experiencing some sort of 4chan group trying to troll this forum by asking for multiplayer every two days or so.
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I feel like part of the whole schedule slipping thing is the fact that SpaceX is a relatively small space company. They launch almost every month so one mishap means a lot of setbacks because of the limited number of employees working on things. Whoops apparently I'm horribly wrong. SpaceX has more eployees than ULA.
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Sorting tools for archived contracts
Wjolcz replied to Allocthonous's topic in KSP1 Suggestions & Development Discussion
Also for the available ones. The weighting system is really bad and I'd rather pick my own contracts than being "guided" by the system. I'm really sick of doing the same contracts over and over again because nothing better is offered to me. -
The ultimate game mode creator
Wjolcz replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
And it's the exact reason why the way contracts work is crap. I've already talked about it in one of my threads so no reason to derail this one. Unless you setup the experiments to generate it. Well, I agree that this point is a bit problematic to explain and deal with. Since there are three resources that can be toggled on/off then what's the point of having them all if one can do just as well? BUT if you want to keep the current game modes as presets then it needs to stay. I know it doesn't make much sense, but since the devs aren't willing to redo the career mode from the scratch then at least this (I'm not saying mine because I'm not the only one with this concept in mind) way we could make the career more enjoyable and just mod the rest in. I haven't seen a single mod that gets rid of science points and uses money for unlocking the tree. It has to be bypassed by many mods working together but it's worth the effort IMO (the proof is in my signature). -
More (and more lengthy) Science experiments!
Wjolcz replied to whitejj01's topic in KSP1 Suggestions & Development Discussion
One word: graphs. IMO the experiments should gather information in the form of graphs as long as they are active. Keeping them on eats EC anyway. This could be a good way of motivating the player to go back to a planet or moon. Here's an example: You land a probe in a certain location. The lander has the seismic instrument. You leave it there and as long as it has EC gathers data in the form of graph. You can monitor the graph in R&D (which makes no sense but whatever vOv). You go back a few days on the graph and see a few spikes on it! What could it be? An alien walking by? Let's go back there to investigate! You go there and it's just another one of these monoliths that unlock you tech. Meh. The last few lines are obviously a joke, but I actually wouldn't mind having these random events happen from time to time with some sort of reward for revisiting the place. A good reason to keep nearby bases inhabited. -
The ultimate game mode creator
Wjolcz replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
That's why I think there should be multiple presets created with the help of the community. -
I don't remember seeing a thread like this but I've seen people talking about the idea so I thought maybe it's a good idea to create one like this. Right now every aspect of the game that uses resources (money, rep, science) can't be easily modified. What would be ideal are even more advanced settings than the ones we have now. So this is how I'd imagine it: Every element of the game that generates or consumes the aforementioned "resources" would be toggled in the settings. You go into the settings and see: Buildings -> upgrade with: money/reputation/science Tech tree -> unlock with: money/reputation/science Science experiments -> generate: money/reputation/science Contracts -> reward: money/reputation/science Vessels -> cost: money/reputation/science Kerbals -> cost: money/reputation/science And so on... The X/Y/Z elements represent the options that can be enabled or disabled. That way we would have the classic career and science mode as the presets and everyone who hates (like me) one or more elements of certain mode would be able to disable them. It would also be an opportunity to experiment a bit. For example, someone who would want to upgrade the buildings with science and reputation and launch rockets by paying reputation (or other crazy things like that) could freely do it. [OPINION] Maybe it would be a good idea if SQUAD also pre-released this mode creator to us (the community) before it gets fully implemented in order to find these sweet spots of easy/medium/hard difficulties for every possible preset. Maybe. I mean, they have their test team but asking the community to find the balance of all these things would make the time needed to develop it much shorter. People would just create their custom game modes, others would try them out, vote for which ones feel the best and most fun and then the test team would pick these and improve them even more. It could even be in a form of competition (just like the company flags things) and people with the most votes would win something. I don't know if it's a good idea, but I feel like the game could benefit from this. [/OPINION]
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Jet engines on Eve (and Jool)
Wjolcz replied to Human Person's topic in KSP1 Suggestions & Development Discussion
They would be pretty sluggish though. Pretty much the same case as it is with solar sails (except in atmosphere).- 25 replies
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I agree. It's either that the planets should be a bit more interesting or the game should reward you for going there. We have enough planets to visit (I haven't visited every single one of them yet, partly because they are kinda boring). So maybe an active and inhabited colony/base/station could bring you more money for maintaining it (the further it is the more money you get but also have to accept contracts concerning that colony). Another nice thing would be more science instruments. Discovering properties of planets and moons could also yield reputation or something like that.
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Jet engines on Eve (and Jool)
Wjolcz replied to Human Person's topic in KSP1 Suggestions & Development Discussion
What you're describing is either an air-augmented rocket engine or a regular rocket engine running on propellant and oxidizer. EDIT: Ohhhh, whooops! I misunderstood what you meant. But even then Ox+Intake air doesn't make much sense. There's also another way this could work: Thermojets. These would consume a lot of EC though, so IMO the best (and most realistic) way to do this would be electric propellers. They work perfectly fine IRL and NASA tested them so I see no reason why shouldn't we also have them in KSP.- 25 replies
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SUGGESTION: More career in science mode.
Wjolcz replied to SolidJuho's topic in KSP1 Suggestions & Development Discussion
It's possible to fuse career and science modes into one. The player would have the ability to do experiments and progress, do contracts and progress or do both and progress. But the way science points work is in the way. -
It probably is. What's the point of growing crystals anyway?
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I have science yield set to 10% (or whatever the lowest amount there is) and just "buy" the nodes by buying science when I can afford it. That way all the resources keep being relevant (money and reputation) even when I'm done researching the tech tree. My career is obviously modded.
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Can I bump this? Just saw it. And I liked it a lot. Physics aside. This movie is clearly not about science (hence the sci-fi genre label). I feel like it might be an overintepretation but the movie was more about how understanding languages changes the way we perceive and treat others here on Earth. And I think they did a very good job on that. As someone who speaks two languages and a future teacher (hopefully) I can relate. The knowledge of the foreign language I gained during my lifetime really changed me in a way. I wouldn't say I'm a saint but I think learning English really taught me something. And that something is to deal more kindly and comapssionately with one another.
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Awwww maaaaan! And I like Bf 109 E for it's square wings! We're not in the same team! But I will admit Spitfire is really nice. Voted Hurricane though. Mainly because I really enjoy flying it in IL-2.