Jump to content

Wjolcz

Members
  • Posts

    4,406
  • Joined

  • Last visited

Everything posted by Wjolcz

  1. I'd rather buy a new game called "Kerbal Aerospace/Aircraft Program" focused on airplanes of different eras, with multiplayer and earth-sized Kerbin. The DLCs for this one are not needed. We have mods. I really don't know what else could they offer as a DLC. More parts? More planets? Useless multiplayer? We already have all of that and I'm not paying for anything that is already free. Better create a new game and hire people that can actually code it so it's not as messy as this one.
  2. This kind of engine is kinda pointless tbh. I don't think Dawn has enough TWR to be of any use for SSTOs. I feel like it would be better to have a smaller NERVA engine than this hybrid ion-jet... thing. Even the flying stove pipe (was it Project Pluto?) would be more sensible and useful than this.
  3. Oh, Hey, it's this "but what about new players?" argument again. First of all, career should not be a thing for new* players. That thing was supposed to be something that let's you manage you space program. Sadly, it's just sandbox with an inane progression of parts and a few more restrictions. Nothing else. You can't even pick your path of progression (go rockets or lose). Second of all, this wouldn't be a problem, because the modes would simply become presets. *I assume a "new" player is completely green and can't even achieve a simple orbit. The tutorials are in the game for a reason. Let's not treat the career as one of them.
  4. Uuuuuuuuugh. Any thread that proposes more tweaks to the career mode will get bombarded by me. I'm very sorry. Not really actually. How about this: let people pick what kind of resource they want to get for performing science and completing contracts. Let people choose which currency (rep/sci/funds) they want to use for: buildings upgrades, tech tree, launching vessels. + keep the current career tweakables as they are of course. The current system is bad. Look at what is happening with this subforum. Everyone is asking for something completely different when it comes to the career mode. It's because we're stuck with this crap of a system and it really, really needs to change drastically. More tweaks won't help it. Stop getting stuck in that Stockholm syndrome. "Boo-hoo! Don't ruin my saves please! I have so many vessels! And my tree is complete!". Well guess what. You are not alone. I too had a save full of on-going missions. Then a career mode "tweak" came along and I decided to kill it with fire because I couldn't play the way I wanted anymore (had an SSTO-focused space program). Thanks SQUAD. You made me really not want to restart it. Game Mode Creator is the only way to fix all the problems with all this.
  5. Oh, hello there. It's this thread again. And it's surfaced again. Excellent. This whole arugment wouldn't exist if only devs were thinking when implementing the career mode. Your proposition seems to be "Give less science per body". Except that will make things worse and the dev time will be wasted again. Why? Because if the science is too low people just tweak the settings to get more of it and we're stuck in the vicious circle again. And you could just lower the science output each update and people will crank the output back up again and so on, and so on. Until the max output you can set is 1% for science rewards. How to change this abomination of a mode in 2 easy steps: 1. Find Vanamonde's thread about game modes ("Do we really need game modes?"). 2. Support the idea. More freedom is always better than tweaks. It's like putting someone in a cage and then reducing the amount of bars, but thickening the ones that are left because your cell mate requested that, or the other way around. Just let everyone create their own game modes. Kind of a poor metaphore, but eh. You get the point.
  6. Actually, I just did a mini "research" and it seems like the hatch on the Apollo capsule was right in the middle and above astronauts' heads. It's the number 3 on this picture: But yeah, I agree that until we get a proper 5-way RCS block the ladders would probably get in the way.
  7. I only said how i currently deal with this problem. Until we get a proper 5-way RCS port it's the only way to deal with things like symmetrical hatches and ladders. I actually do think that having a 5-way port would be way better than clipping the two together. Not saying they should get rid of it, but would also like to have some more diversity in command pods for spacecraft.
  8. *sigh* I can't believe decline penalty is still a thing.
  9. You can easily deal with the RCS ports getting in the way though. Simply putting the 4-way RCS block on top of the 1-way one (the spaceplane one, forgot what it's called) works more than well. Also if there was a new pod added it could have built-in RCS nozzles that actually work, so they wouldn't get in the way.
  10. I can imagine having such wheels during landing could turn your plane into a circus monkey doing flips.
  11. Yeah, I was thinking about that, but would also like to have a system in which you only click one thing and everything snaps into place. Docking on the ground can get hard sometimes. I'll post something here when I figure it out.
  12. Anyone got some nice way to fold the wings for a parasite fighter? I want to make a small Laythe exploration plane that fits in a MK3 cargo bay. I was experimenting with docking ports, but to no avail. What would be ideal is this high aspect glider-like plane to save as much fuel as possible and to have take-off/landing speeds as low as possible.
  13. Yeah, it's up to you what mods you want to use. FAR will make it harder, so you might want to do it in the stock atmosphere.
  14. Well, actually the DragonRider (now Dragon 2) was announced in 2010 (Mk2-1 was added in 0.16 in 2012). It's just that the final look of it was still not certain. And yet RAPIER is in the game even though the SABRE engine was not even built. I know it's kind of silly to compare an SSTO engine to a manned capsule, but would be nice to see some fresh manned command parts in the game.
  15. I feel like there's been something going seriously wrong in SQUAD. The developers are leaving lik crazy recently. I feel like this game will never be fully finished which is a shame because it was one of its kind and had a lot of potential.
  16. It's meant to resemble the Apollo capsule, that's why it is how it is. But I agree. Would prefer to have a Dragon V2-esque kind of pod instead of Mk1-2
  17. Well, the problem isn't with paying money for DLC. It's more complicated than that. I paid $15 for the game when it was in 0.16, I think. I got sandbox mode and parts for that price. Now the game is more developed and has many new things, but the problem for me is the fact that career mode is still half-baked. So after all these years I still have a sandbox game +more parts and a bunch of other things like communications, planets and docking. I'm sorry, but if they decide that this game is finished at, more or less this stage (no dV display, no proper interplanetary transfer tool, no way to fully customize the career mode) and start releasing the DLCs instead I won't be buying them. I'm still playing a sandbox I bought years ago. Except with more parts, planets and better aerodynamics.
  18. I'm afraid they won't match the style though. Same exact thing happened a few times times in the past.
  19. The 3.75m parts were created by a guy who wasn't even meant to create them. They were done quickly, because there was a need for them and no one who could do it nicely was around at that time. BUT now PorkJet is in the team. He's probably working like a madman to bring us some much-needed quality content. And he's been doing well so far. Just wait and you shall receive.
  20. Oh, OK. I just googled what a blister is. Don't do that fellow not native English speakers. Not sure what would you need a round cargo bay for. You can already put things into fairings between the stages. Much like the engine fairing work, except you create them yourself. I'm becoming more and more convinced that more procedural parts wouldn't be a bad thing to have in KSP.
  21. The reason to go there should be missions. The sense of accomplishing them and the rewards for doing so. Not the tech tree. The tree is a poorly composed bunch of nodes that don't even make sense. And it gets "tweaked" (parts get moved, but that doesn't help it in any way) every update because of how convoluted it is. The career has to change from "Unlock The Tree Mode" to "Actual Space Program Mode". Simply adding more parts after the RAPIER won't fix it, because you can just set the highest science rewards and you'll unlock the whole thing without even leaving the atmosphere. But the tree is only a part of this problem. The other part is how science points are distributed around the solar system. Real life jet engines weren't discovered after men went to the Moon. It's not like regolith helped keeping those turbines intact, or whatever. The real life jet engines were created because there's a thing called atmosphere, here on planet Earth. You don't have to leave it to build an SR-71. You actually need to perform atmospheric research in order to build yourself one. In KSP it's not possible (unless you crank up the science rewards or are really patient). It's because science rewards are lowest on Kerbin and higher the further you go. That thing alone kills the whole career mode for me. Science points SHOULD NOT be the main thing driving your exploration forward. The missions should. Sadly, that is not the case because of the way how the "tech tree" is unlocked. So to sum up: the tree and science points are the real evil here. Not the lack of more resources or parts in the stock game.
  22. I don't think more resources are really needed to add to the "depth" of the game. It's just... more resources. What needs to happen is a contract/mission creator. It would fix soooo many problems with the current career. You wouldn't have to rely on the dumb random mission slot machine (also known as Mission Control), but create your own story. Want to focus on building and expanding colonies on Duna, or any other body? Just go into the MC and create a contract that asks you to do so! Set your own objectives and landing spots and go on a space adventure! Another (imo) problem and a real tragedy of the career mode is the tech tree. People consider the career to be done once they finish the tree. The fact that this opinion is so popular only proves tha career wasn't thought out very well. They just decided "add this, this and this" and then thought "ok but how do we connect all that together, oh wait let's make a new building and let people exchange the resources!". Except that's not even close to make everything gear nicely together. By adding the so called "strategies" they wasted their dev time because most of them are useless/not worth using anyway. Another good way of dealing with all that is to give the players the ultimate "Tweak'em All Game Mode Creator" in which people would be able to pick which resources (rep, funds and sci) they want to have in the game, what kind of rewards they want to get for gathering science and which resource they want to use to upgrade the buildings, unlock the tree or even pay for rocket launches. There's that thread by @Vanamonde somewhere on this subforum and I think it's something even better than what I have in my sig.
  23. Ugh. I'm not against DLCs but I hope they don't go full Electronic Arts mode on this. Also, what can they offer that mods can't?
×
×
  • Create New...