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Everything posted by Wjolcz
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What's vertically integrated payload?
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TRAPPIST-1 now has seven planets. (Possible life?)
Wjolcz replied to _Augustus_'s topic in Science & Spaceflight
I'm not sure it's possible to check if they are or not. They could run a simulation I guess, but even then we don't know how the mass is distributed throughout the planets' interior. If I'm not mistaken the Moon is tidally locked mainly because its core isn't directly in the center. Unless we know all these things and someone could enlighten me. I would also like to know and I'm not an expert. -
This thread would have been long closed if I tried to derail it. And with your post we're closer to that than we previously were. How is wanting a game in which MP would actually work and be fun (unlike in KSP) going offtopic? And about the docking part: I've been playing KSP since 0.11. I obviously don't know how to dock.
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I don't feel a need for it tbh. It's simulated by the accumulation of money. May seem a bit complicated but this is how it usually goes: Wait for money to accumulate (takes a few days) -> Buy science points -> Buy the node -> accumulate money - buy the needed parts (from the node) -> accumulate the money -> launch a rocket. That way the time passes really nicely. Unless you have a lot of cash. I'm thinking maybe the daily income should be switched off (if possible). That would give it some extra challenge and the funds management would be much more apparent. It would allow for some interesting decision making scenarios: "Do we postpone this Jool mission launch 'til next year or disable some commsats to save more money for the mission?" or "Do we focus on tech research and hold the launches until we get better equipment or send low-tech probes this month/year instead?" and things like that. Still looking for a mod that turns scientific instruments into reputation generators. Would make things much more realistic and give them a purpose since, with this mod setup, they are pretty much useless. Either that or a contracts pack with all the experiments listed (one contract for each body) and each one of them having reputation as the reward.
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Make the cost of hiring consistent
Wjolcz replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
What's wrong with pilots? Have you tried that funds mod which grants money daily and caps them monthly based on rep? Maybe it will help. It's in my sig. -
TRAPPIST-1 now has seven planets. (Possible life?)
Wjolcz replied to _Augustus_'s topic in Science & Spaceflight
Since they are tidally locked the magnetospheres would be rather weak, wouldn't they? Unless resonance somehow keeps their cores active? -
TRAPPIST-1 now has seven planets. (Possible life?)
Wjolcz replied to _Augustus_'s topic in Science & Spaceflight
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The way the cost is getting higher and higher the more kerbals you hire is pretty bad. Not everyone is willing to do rescue contracts when they can't afford the ridiculously high prices. It might be a good idea to make the price depend on how well the kerbals are trained. So each additional star would cost X funds. I would still not use it because I think sending untrained crew into space is a pretty ridiculous thing to do but at least people would have more flexibility over what they can do. Please, consider this and give us more choices over what kind of playstyle one wants to choose and follow.
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Let's discuss Rescue Contracts
Wjolcz replied to Waxing_Kibbous's topic in KSP1 Suggestions & Development Discussion
Fair enough. Nothing wrong with that. It's your playstyle and a bit of roleplay I guess, but it would still be nice to have a choice between hiring them and rescuing. Right now after hiring multiple kerbals you run out of cash really quickly because of how increasingly costly they become even though they aren't better trained or anything. But this is a topic that would fit the thread I'm about to start. I very much agree with this. Choice is always better no choices at all. And the career mode still lacks that IMO. -
Useable KSC Two?
Wjolcz replied to Spacetraindriver's topic in KSP1 Suggestions & Development Discussion
More KSCs all over the planet. -
Do you want features to be removed?
Wjolcz replied to NSEP's topic in KSP1 Suggestions & Development Discussion
Destructible buildings. What a waste of polygons. -
Wow. That is very motivating and everything. But you know what? They already tried to do something "great" and we ended up with the career mode that has to be hacked via mods and roleplayed to be enjoyable. I'd rather if they didn't try to bring this kind of "greatness" to this game anymore. It's fading away not because nothing is being added but because it's been many years and the potential of the game got wasted in some areas. Add to that overhyping (did we really need these buildings to be destructible?) and the spread of false information (Shmelta-Vee??????). Multiplayer is not the way to go. A new game is. KSP always was just a project by a young developer who would learn how to code the game as he added new features to it. The game would probably have to be remade from the scratch. But that wouldn't bring any new players because we already have something that works OK-ish. Same with adding multiplayer. It simply won't work because of many aspects. KSP MP would be boring and either full of paradoxes or people waiting for each other to finish driving their rovers or flying their planes. That's why I think a SimplePlane-like game with kerbals has to happen. After all, KSP was the main inspiration for the creator of SP. This build-and-fly genre has to continue and if we want to see more attention and money going into SQUAD's pocket then we better ask them for a prequel/sequel like this. KSP is in 1.0 (released) and the dream is over. They are not adding more planets, more systems, EM or Alcubierre drives. I don't even think the part overhaul is going to happen anymore. I've seen it way too many times. So don't expect fireworks for the next few updates. I'm not.
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It doesn't. No vehicle editor and inability to fly all over the planets and many, many more things including FMs being all over the place, pay2win and the effing dumb research system.
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Fly airplanes in formation and shoot each other without ever going into space. No time warp issues with that.
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Because people don't think about how it would actually look like and wanted it so bad in the past SQUAD just went all "Ok, ok. The multiplayer is coming. Calm down now." Let's say that the sync warp (I'm assuming everyone warps together in one universe) would work fine. BUT it's still a lot of waiting for others to finish what they are doing (not to mention people who went AFK) and playing "together alone" since everyone occasionally meets each other during the docking to a local station and/or rescue missions. It's still not something one person managing all the flight couldn't do on their own. Think about someone driving a rover or flying halfway across a planet. These journeys can take ages. I will keep saying that an action-filled MP (maybe even MMO) flight sim is still better unless someone makes me believe otherwise.
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This still isn't paradoxproof. And it's not the classical multiplayer but some sort of multiverse with different timelines indirectly interacting with each other. What if there's a station in 200x200km orbit, someone docks to it and you move it to 300x300km orbit? Does the game take the additional mass and CoG offset into account when that docking port is occupied or not? Because if it does then it's a nice way to grief (because that occupied docking port is locked, I assume) and if it doesn't then it's an amazing way to exploit it. Simply dock a 100mT ship to a 500kg ion probe, ask somebody to move it anywhere and you suddenly have the 100mT ship somewhere else in the system for the price of that Xenon fuel. And if sbd is en-route to an asteroid and he/she has 50 days to go and you want to do the same but you have 60 days to go. You warp faster than that player and in RL time you get there faster even though they had less in-game time to go. Then you move it. What happens next? I don't think people realize how many problems there can be in a multiplayer game that allows for time warping.
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Well, DMP is as close as it gets to the MP many want so bad. And believe me it's not that good and fun as you'd imagine. As said above: time warp is the main issue. You can also try Telemachus/Houston. It's also multiplayer-ish except it works fine because one person is flying and one is the mission control.
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Not this again! BECAUSE DEVELOPING SUCH FEATURE WOULD BE A WASTE OF DEV WORK AND TIME. Go try DMP. Look how fun it is and come back to tell us how many things you've done with your friends. I've docked once. The process of doing so was discouraging enough to never try the mod again. It's not a bad mod. It's just that KSP is that type of game that doesn't deal with classical multiplayer well. This is why I think the next thing after KSP is officially done (which happens soon, I hope) should be a kerbal aviation prequel built mainly for multiplayer with a nice story mode about a kerbal pilot and his/hers adventures in the piloting world.
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I'd still argue something that can be interacted with (like a flag) should be collectible. Collecting things that are just eye candy (like statues, memorial walls, dirt samples) and can't be used in any way is kind of pointless to me.
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Thanks a lot for this. It was much needed.
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Aaaaaand the number is eight! :')
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I once posted a thread like this with flags (as collectibles) representing the body you've visited. Each body would unlock you one (or several) flags. Maybe even milestones could do that? Go abouve 70km and get a nice flag with stars on it. Also companies. Maybe after accepting and completing X contracts from one of them could unlock you their flag for future use?
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I haven't seen one of these in a while. It was meant to be a deeper story but forgot about what exactly. @NovaSilisko made it so maybe you should ask him. And no, the picture of 4 figures aren't the four main kerbals. It was in the game waaay before SQUAD decided to add female kerbals.
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DEPLOYABLE FLAPS AND LIFT
Wjolcz replied to Daniel Prates's topic in KSP1 Gameplay Questions and Tutorials
The problem is that if you put these "flaps" in the same axis the CoG is then you just made yourself elevator control surfaces. I've built enough planes in FAR and played IL-2 for long enough to know how flaps should work. And they clearly don't work in KSP because the control surfaces and wings put together don't act as one solid body. -
Vehicle Designer for iPad
Wjolcz replied to simonh's topic in KSP1 Suggestions & Development Discussion
AFAIK doing this would mean porting pretty much the whole game to iOS/Android because of how built into the code the editor is. My laptop already struggles. Can't imagine what kind of iPad you would need for that. Besides, constructing rockets with a touchscreen would be real pain in the ass.