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Wjolcz

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Everything posted by Wjolcz

  1. Making them less resistant just to make engineers more "useful" is a terrible idea. KXP is already bad. Don't force me to grind for skills. I'd rather spend money and send someone who can get the job done in one flight. However, I agree that all the wheels should pop after a certain speed limit is reached. That would make for some interesting aircraft landings and design approaches.
  2. I agree. I think it would actually look pretty cool (pun intended) with big polar caps and a few small islands sorrounded by water on the equator. That would give quite a lot of smooth glacier surfaces great for air-breathing aircraft. Right now you either land on the water or go for the very small polar caps. EDIT: Big snow caps and volcanos with a warm-ish region on the equator. Just so we can be the witnesses of this never-ending tug of war between greenhouse gases and the lack of solar radiation.
  3. Sorry, but nope. Having to collect even more points to make the kerbals any useful would be horrible. The already in-game KXP is pretty crappy. I really don't need to go places to learn how to change a tyre. However, I wouldn't mind having more roles per each crew member. Like IRL the astronauts are trained to perform biological experiments, but they also sometimes go out and retract a radiator.
  4. I fully agree. I'd be 100% happy with a KAC-like alarm tool that tells you the lowest dV transfer window. I always do them anyway, but I understand the need for something better. Some players like to perform high-dV and more agressive transfers.
  5. None. Unless we get actually useful crew members (engineers with KIS/KAS abilities) and/or life support. I can easily imagine a situation where I have my Laythe surface base with a station in orbit. The base has two scientists and a pilot (to gather and process the results of experiments) and an engineer up there growing food for them. Whenever something breaks they call him and order some more food from the station. Just a fun idea. Probably unecessary complexity, but I'd enjoy doing that.
  6. A set of objectives appearing around the landed rover. Basically: you land a rover and a few of these points of interest appear around it (~500m from it). You drive to one of them, get paid, they all dissapear and a few new show up. And so on and so forth. Just like in real life. A rover-driving team looks at the map and decides "This, this and this are interesting points. Let's go to one of them and see what's there. After that's done we will decide what to do next". I'm pretty sure we had that when the wheels were first introduced. Not sure what happened to it though.
  7. OK, I take it back. The antennae feature looks pretty fun. And the rest of it too, of course. EDIT: Not the contract weighting though. The whole career is still rubbish.
  8. Research points is something I would actually be cool with. As long as it doesn't require me go places. I seriously don't need that water sample from Laythe's oceans to know more about gimballing engines.
  9. Exactly. That's why I think we should be able to create our own contracts.
  10. Yup, I would rather create my own or at least influence the types of them/filter them.
  11. That's not a problem with tourists. It's the contracts that are bad because of their randomness. I would rather have a contract creator with a user interface that lets me pick my own objectives and how many tourists and where I want to take them (if there are volounteers that is).
  12. I'd definitely like to have this kind of function for docking ports (except the small one). You would right-click a port and pick the "EVA" option. Once that's done a list of all crew members shows up and you simply pick which one you want to go out with. I know it's not realistic, but what is in this game? Not much. And there would be no need for a new part.
  13. Sorry to quote you again, but I missed the edit it seems. How I see it is there's a clear separation: biological and non-biological elements of the game. Kerbals are obviously biological creatures. They evolved, or were created. They had no way to influence their look, body functions and stuff like that. The non-biological elements are buildings and rocket parts. If something works here, on Earth and is built by giant pink apes then why shouldn't it work in a parallel universe where little, green and very intelligent creatures are up to task to also build them? The chamber pressure matters. Isp and material strength is also a thing. Physics works the same here and there, except there's something wrong with density of planets and stars. A part of my crappy lore, I guess, but in my head it makes sense.
  14. That man/woman was a real treasure. Let this quote never die.
  15. You are assuming all the creators of parts had the same vision. The truth is only two of them were close enough (NovaSilisko and The Girl). She really nailed the style Nova was going for and enhanced it to look even better. Anyway, the point is nobody has the same vision and if you are trying to come up with something new and unique each person will have their own palettes of colours and vision of how it should look, so it's better to hire a bunch of skilled people that can recreate something that already exists instead of giving each one of them a piece of paper, let them draw their own thing and throw it into one box (I'm willing to believe that's the exact way career mode was created). At least in my opinion.
  16. The only thing I would like to see added is ducted electric props/fans/whatever they are called. Simply because they are a thing that already works unlike the SABRE/RAPIER engine. I don't hate the RAPIER (it's ugly though), but I yet have to see a functional IRL prototype that produces actual thrust and works in both modes.
  17. The problem with KSP's style (up until now) was that it had too many styles. We had bac9, NovaSilisko, C7, that girl who imitated Nova's style really well (forgot the name, sorry!). They all had their own "styles" which ended up making this game look like a mess. There were realistic, semi-realistic and clunky parts. If I had to pick one of these I would pick realistic. Simply because the rest looked just bad and realistic is easier to recreate. Also a personal preference, I guess.
  18. I don't think so. I feel like the will to change the career mode in any way was never there. More like "apply more patchwork to make this almost work". And now that all the tweaks are there there's no point to change it since it almost works.
  19. Holy hell, these look good. And realistic. Which is a good thing. This game suffered from the "cartoonism" approach enough. Good time to finally change that.
  20. I don't care about development of this game anymore. I'm just waiting for it to end just so I can mod it without worrying about saves being ruined by new updates. If the career will never change, then it's the only way to enjoy this game for me. Hope they finish working on it soon.
  21. It does have an impact on the performance. At least on the low-end machines.
  22. Why instead of forcing people to explore give them the choice if they want to do so? "Yeah, I think unlocking better and more things is totally cool and how about more tweaks". But to be honest, I don't actually care anymore. This thread will only result in SQUAD applying more tweaks. The same way they did before. And we should be thankful we have that mess of a career, because apparently this is what a finished product looks like.
  23. Maybe. But only if @bac9 would do all the work. He's the master of beauty and polygon efficency.
  24. That's the worst idea ever. "Remove X option from KSP because it messes up my modded multiplayer experience".
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