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Everything posted by Wjolcz
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I mostly agree with @tater but I am concerned with the concept of building and rolling out the vessels/rockets. It's realistic (and I'm all for as much realism as possible), but it's too limiting IMO. For example: I love to just build things and test them out, then recover (no reverts). The problem is if I build a rover and want to launch it, it will take (more or less) a week to 'roll' it out. Then if I wanted to tweak it, it would take another week, or so to build it again. Unless the game had some sort of rcognizing method of what kind of tweaks were made it could get really complicated and going interplanetary could be a bit problematic if someone missed the window because he was driving rovers around the KSC. IMO because of that building and rolling the rockets out should be instantaneous just to keep things simple. Aaaaaand I completely forgot what else I wanted to say so expect a shameful act of multiposting performed by me in a few minutes!
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suggestion : Arcjet rocket
Wjolcz replied to Sereneti's topic in KSP1 Suggestions & Development Discussion
That's pretty cool actually. -
Drag-reducing aerospikes
Wjolcz replied to Hydrazine_Soup's topic in KSP1 Suggestions & Development Discussion
Ooooooh, so that's what an aerospike is! Makes a lot more sense than the engine we have in the game with the same name. -
Female Veteran Kerbals
Wjolcz replied to WillThe84th's topic in KSP1 Suggestions & Development Discussion
That's because female kerbals were originally not intended to be in a game about flying rockets. In the pre-0.16 times there were not even other crews available. Just the three main characters. -
WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
Wjolcz replied to tetryds's topic in KSP1 Challenges & Mission ideas
Already subbed, but would be nice to have it in the OP as well as the whole tier 1 playlist. If possible, of course. -
WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
Wjolcz replied to tetryds's topic in KSP1 Challenges & Mission ideas
Another nice dogfight. Can we have the link to @DoctorDavinci's tier 2 playlist in the OP? -
What tater said, but also something else is very important: The player would have freedom. They pick the types of missions they are interested in (programs), procedural or scripted, they progress either way. The major difference is the fact that right now in the career you spend a lot of time picking the right contracts instead of flying/warping. In the (our) proposed version of career you would pick a few related contracts and fly and warp instead of wasting your time in the Mission Control, which IMO would be great. The time based budget and tech research wouldn't matter that much since you are warping places anyway. And again, there would be long term missions and short term missions, so you would have to keep an eye on those simply by visiting the Mission Control every now and then (both types would be available all the time) whenever you need a new job and to show the HQ you aren't just sitting by your desk for weeks.
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Minumum amount of completed missions per year maybe? The player would have to show that he/she is actually doing something (researching the tech, missions completed) to get the funding. If they didn't the programs with min repututation required would reset, or sth (that's not really a good way of solving this, but I have no better ideas at the moment). I mean, you can abuse the current system too. Just accept all the contracts -> build a super expensive rocket -> cancel all -> recover the rocket. Unless you're playing hard/custom you are able to cheat the system. It's all about balancing the costs and rep hits.
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Kerbonaut experience - we need to talk
Wjolcz replied to mjl1966's topic in KSP1 Suggestions & Development Discussion
I feel like the KXP should really be meaningless or mission dependent. Kerbals are competent enough to build rockets but can't teach themselves how to fly them? Oh, come on! I'm thinking along these lines: There would be a mission training program (PROGRAMS instead of STRATEGIES), which would involve building and flying airbreathing VTOLS in preparation for the proper Mun landing. Such missions would grant new skills to the crew members who participated in those mission. OR: just show the stars as a kind of achievements of the crew members. They would have all the skills available from the beginning and each star would be 10 launches+landings on Kerbin (doesn't have to be the exact number).- 34 replies
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- xp
- experience
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Should ksp add other solar systems??
Wjolcz replied to TheGuyNamedAlan's topic in KSP1 Suggestions & Development Discussion
Should new members of community check the WNTS thread when they come to suggest things?? -
VAB/SPH Shipbuilding App, PC or Smartphone
Wjolcz replied to Violent Jeb's topic in KSP1 Suggestions & Development Discussion
I seriously can't imagine how can you make complex vessels on a smartphone or tablet. Simple Planes is already pretty tricky and there are only a few parts compared to what KSP has. But a Telemachus-like readouts is something I'd like to see on my phone. -
Warping is a good thing. Doing missions in the meantime is even better. Rep loss over time could be a really nice solution IMO. Losing rep is not as fatal as losing money. Even if it would be bound directly to annual funds you could always do an extra launch or two to get the rep back on a good level before the end of the year.
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Enable Collision on Terrain Scatter
Wjolcz replied to Andrew Hansen's topic in KSP1 Suggestions & Development Discussion
I'm pretty sure the scatter is actually random everytime it gets loaded. I have found myself in a situtation when a vessel/lander would load and it would be inside of a rock that was never there before. It happened a few times, so it seems like the scatter objects change their positions. -
Here's something nice: http://m.imgur.com/gallery/DoZSJKu It's my phone wallpaper now.
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Are you even reading this thread? Please stop posting nonsense if there are clearly stated ideas, or I'll start reporting your posts instead of replying, because that's getting really close to trolling. This could be easily calculated. An app stating what are the exact numbers would be needed for convinience. It could say basically this: 1 rep = X amount of money Expected amount of rep by the end of the year = Y (rep drop: Z points per day) And about the idea of getting rid of the reputation (because I can't quote it for some odd reason): that's one way of simplifying it, I guess.
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Kerbonaut experience - we need to talk
Wjolcz replied to mjl1966's topic in KSP1 Suggestions & Development Discussion
Yep, that's prety much how it works. The KXP is just another limiting thing that is meant to "enhance" the career mode.- 34 replies
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I double-agree with this post and I'd double-like it, if it was possible. Seems like your presumptions on how the rep, cash and missions would work are based on the observations of how the career mode works now. The penalties and rewards would have to be simply balanced. Nobody said that the rep would go down per month. The money could be doled out monthly, but the whole 'money-to-rep' summary could be done every year, or so.
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Maybe late to the party, but OH GOD THE FPS! WHAT DO I DO WITH ALL THOSE FRAMES!? The performance of 1.1.2 is amazing! I get solid 30 FPS on my crappy laptop, while previously I would have 20 at best. I even got 60 for a moment! And I can move the navball! I CAN MOVE IT!!!
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I'm thinking maybe the rep shouldn't be tied to missions only. Maybe it could also be directly influenced by vessels showing off brand new tech and the tech research itself (New tech = everyday life improvement). Apart from that there are a lot of things to care about in a space program, so as long as there's something to do the time would fly. It's all down to setting the right amounts of reputation penalties and rewards.
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Why 6 on each part? I think it could be narrowed to two easily: static test in the atmosphere and a vacuum test. But I think the second can be calculated somehow (unless I'm wrong. I'm no rocket scientist), so it goes down to one static test mission. And only engines and somewhat complicated parts would be tested, like decouplers perhaps, but testing only one of them would be enough. The rest is just scaled up versions of the first one that was already tested.
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@Pthigrivi I totally get the problem and I agree that it should be be somehow dealt with. Maybe the vessels/probes could have some sort of flag. It seems like they already do, so maybe a vessel launched would have an objective to have a SOI change in it's trajectory. So if you have a mission focused on exploring Jool it would work this way: Launch new vessel -> Have Jool SOI encounter So as long as there's a vessel with Jool SOI encounter the game assumes it's the vessel destined to complete the 'Jool Exploration Mission' and doesn't take away the rep from you. After you reach the SOI you have to do a bunch of specified experiments, but since that's a completely different part/step of the mission you don't have to worry about the initial goal, which is the SOI encounter. I guess it's kind of complicated, but so is the contracts system we have right now. Sorry for multiposting, but can't edit. There could also be a time-based completion (or both). You have 30 years to explore the X planet. It's the same way the contracts system works now, but IMO that should be avoided.