-
Posts
250 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nachtwind
-
More Structural Fuselage Sizes
Nachtwind replied to GusTurbo's topic in KSP1 Suggestions & Development Discussion
Although i support the main idea i wuld like to point you at the "What not to suggest list". -
Can mankind "build" a animal?
Nachtwind replied to ReptilianGameplays's topic in Science & Spaceflight
Like Dogs? Or Mules? Although.. dogs are no real "species" they can interbreed with wolves still.. Given enough time, romance and bottlenecks i am sure mankind could create a new species.. but what for? -
Folders for sub-assemblies
Nachtwind replied to BFGfreak's topic in KSP1 Suggestions & Development Discussion
Guys... would you do me a favor to wait until a feature is released until you raise suggestions on how to improve? There is a note on every dev video telling you that stuff is still subject to change... -
Idea for career mode (Colonizing)
Nachtwind replied to 9911MU51C's topic in KSP1 Suggestions & Development Discussion
Are we back at the DLC discussion now? Someone close this thread please. -
Alternative Measurement Units
Nachtwind replied to JakeGrey's topic in KSP1 Suggestions & Development Discussion
I want the game to measure everything in roman digiti abd weight being measured in granum. Tbh: No need here. Pretty much all science is done in metrics... -
The Kerbals and Aliens - the more your Kerbal come near the sun the more the helmet disc will get darker... That is some polish.. good idea but more for version 0.9x - when the Kerbals are alone for a while they will go to another Kerbal and start to talk or play football one mun, or jump around as they want. Or they lay down an look to the stars or the sun. O r they shoot at each other with the wapons I discribe below. Or he use a rover and explore environment. or.. or.. or.. Also a good idea.. yet again: polish. - I think it is a good idea to control the kerbals from above with the mouse and a point and click system addition to the usual EVE control system. So you can do more things with more Kerbals and you had a better overview... its well suited for planets I think. Sounds pretty good to me. - The Kerbals can freeze or sweat... or even burn after a while on the hottest planet in the system.. or freeze to death on the coldest That doesnt sound like a good idea to me... space suits have climate automatic in them. - individual design for the space suites Polish. - as more Kerbals you send in the space or let them work for you as more families went near the KSP base and build a little village. If at all: Polish. Furthermore its again a "Sims meets KSP"-Suggestion.. { - the Kerbals can fall ill with the intelligence disease... so they need help in a certain time. 15 minutes perhaps. Otherwise they will turn in to an alien. (alien ar immune) They will get help in a living part or a hospital part of the base where ever it is. The same for the aliens. -the other way around the Aliens can fell sick with the stupidity decease and will turn into a Kerbal with a other color than green. (Kerbals are immune) - The aliens are the totally contrary to the Kerbals they are intellectually - I would like some extraterrestrial life like flying space sheeps or space whales or a mun mole... } Totally against it. Furthermore i am pretty sure aliens and such is on the "do not suggest list" - we can listen to some small talk sometime from our Kerbals in space... something stupid I think. Only with several Kerbs in the near. Polish { - Kerbals need food... so that they can not stay as long as the player wants in space without some precautions. For example: __=> without food they will work a few days. after this they will not die but ignore your ____commands or sabotage your ship until thy get food ( Why they will sabotage your ship in ____the middle of the universe? because they are stupid... some more some less^^) ____so can the stupidity gain in importance in the selection __=> with rations they can stay calm in the space for one year (storage module) __=> and all your expeditions over a year in space and on planets needs an food module or something like that } Well... Life support is a good thing.. but only to some extend: Life support? Yes: Ok, No: Kerbals Dead. - when kerbals feel sick they become brownish in their faces.. for example in the centrifuges training or rapidly rotate rockets... and they throw themselves up^^ after a short visit in an module the disc is clean again. Polish... if at all.. { - physical stress for Kerbals in space at a start or landing and some other things. And they will become unconscious. While this you can not turn to a Kerbal control mode like IVA. - psychological stress if they are alone in space... because stupidity is more fun with a gathering of some silly one __=> one Kerbal alone can´t stay in space for long as suggestion a few days or weeks __=> for longer journey you have to take more Kerbals with you as example four for a year up ____to eight for 5 years somehow something like that. } Polish... if at all.. Maybe Kerbals can easily sustain 30g? Life 100 years and so on and so on.. Kerbal system - solar storms.. you have to protect your ships, bases and Kerbals against the storms in the inner Kerbal system (Tech tree required) So that storms and the heat could make it difficult to get the rare resources on the inner planets. Well... interestering though.. but i dont think this is going to happen. I smell too much "random" there. - planet-specific difficulties like the solar storms or magnetic storm or the cold or the heat... so you have to prepare your mission, your ships and your Kerbals ( better spacesuits) for the planets... here it could be useful to have a research lab and improved technologies. Well.. this is a nice idea actually.. better aircondition for eva on moho... and cold insulation for Eeloo... -micro asteroids that are dangerous for your spaceship they will damage the hull and you need a repair drone or something like that to fix this (Tech Tree) if not... BAM!! (perhaps) Again: I smell too much random annoyance... - a gas cloud on the edge of this system with a planet inside... the most difficult planet of Kerbal system because you can not see the planet until you reach him... so you have to search... some really rare materials on its surface, perhaps THE rarest recourse in Kerbal system(excluding other star system) Afaik such a gas cloud would be impossible in real life as it had to be dense enough to form yet a planet by itself (take jupiter, saturn and uranus as example... do you "see" them or just a cloud surrounding the core (if there is one)) - a planet where on side of this planet is every time night ( the planet rotate only one time on his way around the sun) A tidally locked planet would be interestering.. at the most. You would have daylight all "day" one side, night on the opposite.. If i remember correctly Mun was once tidally locked but is now rotating... - some Planets far far away with extraterrestrial life...(the aliens from above) Trading with them perhaps fighting with them but not to death... something like a mud battle in space. Nope. There wont be any aliens ever. - You need an satellite system for a greater reach .... Sounds interestering. Built in RemoteTech - you only will know the properties of an planet or moon if you reach them with Kerbals or satellites ( so would have all the science devices an interesting meaning) Yes. I totally think this is a good idea. Just like BARIS worked (And therefore i would think this is going to happen). - and a resource system with 2 or 3 standard raw materials and some more rare you need for tech research and build better spaceships and so on. So this needs also some mining devices like..... That is already planned. Mining technologies ... already planned ... But explosives wont happen. Weapons This wont ever happen. Technology for research - teleporter to connect some bases on the same planet ( only on one planet ) so that the kerbal visit each other or to support the mining system with kerbal. Requires a social life for Kerbals... I hope not.. that would totally be against the main idea of building rockets... also - if you want social life play sims or go out - stronger and bigger ion drive (5Kn perhaps) ... this thing that runs with Xenon gas Well.. as the drives are modelled somewhat realistic i wouldnt expect this to ever come... Game technically - damage indicator for ships and so on You already have a damage indicator: if its broken its gone. - weight display throughout the creating of ship. If you know how heavy your ship is you can better adjust your fuel tanks and engines Good idea... and already planned afaik. - smoke during the launch process from Kerbal if the rocket start the engines I miss the smoke down on the sides from launch pad Polish - the possibility to create a bigger surface with the structural panel only with a mouse click and a pull of the mouse. like the mouse in "windows" if you want to connect several things together Procedural surfaces would be good.. - pieces of metal from a broken rocket should not swim on the surface of water, but its Kerbal world... all is possible^^ Why not? This is not exactly impossible... - the maneuver point should stop counting forward after you miss him and start to count again after a short time. No... because maneuvers dont work like that. - a file system in which you have a better overview over your created spaceships. like create folder under the standard stock folder and then save your ship in them I think this will come with subassambles.. but not sure here... - and bigger and smaller wings, also more variation of peaks but I will thrust you with the variety of parts in future version of this great game... a whole solar-system to explore and play in it. "Great idea" More parts is on the "Do not suggest list" &tl;dr I have removed some suggestiosn which are not really discussion worthy (sounds a bit rude, but it is as simple as that). PLease, i see that you have pretty much no idea of whats going on in KSP development or addon development, have a look at the mods and the discussions on further versions. The KSP Weeklies are a great source for that. Half of what you wrote is either been planned for or already being on a list of thigns that will never happen.
-
Welded Thrust plates "T8-Mega Lift Systems"2.0
Nachtwind replied to Kadron's topic in KSP1 Mod Releases
Excellent Parts Any chance to add "symmetry-compatibility" to it? Its kind of.. tiresome to add all stuff one by one. it would be way easiert to just set symmetry mode and let the editor do it for you -
Infernal Robotics Bipedal Challenge
Nachtwind replied to elind21's topic in KSP1 Challenges & Mission ideas
Did you try the challange yourself? -
Space Whale Monitoring Station
Nachtwind replied to Synapse's topic in KSP1 Challenges & Mission ideas
i did understand that.. but its still a fairly simple challange.. but well - will give it a try -
Space Whale Monitoring Station
Nachtwind replied to Synapse's topic in KSP1 Challenges & Mission ideas
Maybe you should just ban pretty much every mod. This is - as far as i understand - a pretty simple challange. All you have to do is to fly a manned craft into a kerbol orbit... with the help of mechjeb this is fairly simple, even more if you use mods that give you more or less unlimited Ion drive support etc.. With the current limitations pretty much is possible.. therefore: Narrow it down a bit more so it really becomes a challange -
As long as it stays somewhat realistic i am ok with the idea.. but how far can "repairing" stuff be extended? Think of the MIR when the support vessel did collide to it or Apollo 13..
-
Late game development
Nachtwind replied to Harguinxx's topic in KSP1 Suggestions & Development Discussion
When i began reading this thread i was thinking "not another of these threads.." but actually.. yes, you have some pretty nice ideas there. Its a nice thought that what you do might change the "universe"... but i think that most of what you talked about was already to confirmed to come up until 1.0 like resources and (if i remember from some livestreams correctly) extraplanetary launchpads.. -
Livestream will be available..
-
Yeah.. merge KSP with Sims.. Honestly... we need Peer review for suggestions..
-
My all time favorite of old games is Might and Magic II I must have played for.. ages (Played till some of my chars reached level 250+).. back on my Amiga 500 that was..
-
Getting mods to work in Windows 8
Nachtwind replied to I_do_robots's topic in KSP1 Gameplay Questions and Tutorials
On Windows 8 here - havent seen a single mod failing due to it... -
In-game advertising
Nachtwind replied to innovine's topic in KSP1 Suggestions & Development Discussion
Well, you may fork Mission Controller and add that kind of bull*****... but honestly? That would be a death sentence to KSP.. or any other game that would implement such idiocy.. -
In-game advertising
Nachtwind replied to innovine's topic in KSP1 Suggestions & Development Discussion
No... Just... No... In Game/Application advertising is about the worst idea ever. Arent we bombarded by enough ads already? -
1: that wouldnt be really what KSP is about. You just have inertia in space, no matter how small a part is. therefore you would remove realism for some performance gain (which i doubt will happen). 2: Same as above... 3: How would you do that? KSP loads all modules and therefore those modules run under the same limitation as the main game. Granted.. you could write a server/client program (if possible with the modding limitations) that could outsource SOME stuff to an external program.. but i dont think its within the scope of mods to outsource all physics.. and i wouldnt like to see that happen.. So here, again as in a few hundred thousand other threads is just one advise: Just keep waiting. its ZERO point twentyone NOT ONE point twentyone..
-
As this discussion seems to be about you convincing me that SQUAD will add resources in a DLC and me about convincing you that SQUAD will release resources in the vanilla game i can only quote HAL9000: "Beeman, this conversation can serve no purpose anymore."
-
KSP development "rant"
Nachtwind replied to EvilotionCR2's topic in KSP1 Suggestions & Development Discussion
Really? Again such a thread. Please note that KSP is in EARLY DEVELOPMENT STAGE and FAR FROM COMPLETE. That means that sometimes updates dont add visible features. Live with it or just abandon KSP for the next few Versions. That might be rude, but it simple IS that way. Sometimes the game needs under the hood changes for visible stuff to get implemented. I would rather call it a minecraft sympthom if we now added 10mil parts to the game without adding any new game mechanics. Its not like 15 new wheels or 2 dozen wings would really add to the game, would they? They would just keep the devs time away from important things. The next big thing will be R&D and i suppose that will keep people busy once .22 is released. Then career mode should get a nice boost and maybe a first installment.. or resources.. or maybe stuff that is more important like a change of the engine to KSP 4.2? We simply dont know as users and should be grateful to be part of the development by giving constructive critics or suggestions.. -
dedicated optimization patch
Nachtwind replied to chuckbillrow's topic in KSP1 Suggestions & Development Discussion
1 & 2: THat has been discussed like 400 times, since the breakfest that is... that is solely depending on unity. There seems to be a multi-core library for unity available.. but i cant judge if its worth to rewrite everything to make use of it. I would rather wait for unity to implement it nativly.. 3: So.. basically not a bad idea.. but would you rather take a lag of a second per part in the vab that you add to your craft? at least for the first N parts? Just imagine the effect: the game loads pretty fast and once in the vab you have the game choke/stop on every part that you didnt use before.. i would expect the outcry would be much much louder than we hear right now. There might be a way for in between... giving "trends" on which parts are used most and which are "in flight"... but that would still be slow compared to the current VAB system.. 4: I would say this is "polishing" and can be done pretty late in the development.. but history is different. Take a look at the changelogs and you will see how much the textures already have changed.. might be worth thinking about it.. but i dont think it would add a lot to the overall performance. 5: Well.. its up to them i guess -
You might argue the same way about Career mode, (space)Planes, Modding ability or pretty much every feature that is planned up until 1.0. Every major feature that will be introduced will be, sort of, game changing. Just remember - KSP is roughly 1/5th of the way to a final version! And some changes just need preparation. Take, for example, the evolution of rovers. SQUAD started with this Plane-like wheel, added in a later update brakes to it and then probe bodies and later still the rover chassis/bodies. Where would have been the benefit to have a rover chassis without wheels? Or reaction wheels without SAS functionality? Spaceplanes without a drag model? Take it as evolution: You dont have "No Eye" and then a fully evolved "Hawk eye" - more importantly you dont have "Half an eye" in between. Every step inbetween, as small and as insignificant it seems, serves a purpose to the final result. Same is for features - there would be no use for just some halfhearted attempt on resources as long as better solutions are available through the modding community. Therefore the preparations have to be done to create something bigger and better that will then just be "done" at some point. Like i said, finding fuel and using it to fly arround is simple as you can install kethane. But if you need uranium to develop (SQUAD needs to program R&D first) RTGs (QUAD had to develop "electricity" as fuel first), Element Zero for Heat Shields (SQUAD has to develop reentry effects first) or metal to build fairing (Fairings had to be programmed first, the VAB has to work, you need Money or funds (has to be programmed...) and THEN you can have a resource system superior to what mods provide.
-
Well... Correlation is not causality. Check the following statistics: Since the pirates vanished from the caribean earth got warmer. So if we introduce new pirates to the caribean islands will earth become colder? The decision to not include resources into the game for a while still has, as far as i understand it, more to do with the fact that the game has to be prepared for the introduction of such features. In .18 multiple resources were introduced like Liquid fuel and oxidizer. First step done. Furthermore parts were changed to allow any kind of "resource" to take. Electricity is another example for that. Later rovers were introduced along with sensors etc. So the _very_ "basics" are done. You have sensors to find stuff (possibly still, but nevertheless its easily programmable now). You have rovers as mobile platforms and you have the means to transport resources. I think that a system like Kethane could be implemented with those prerequisits. But why doing it? Kethane is a great mod. Any feature added to the game to mimic it would just do that: mimic it. There would be no further extension NOW to what Kethane already does. The major trend on development is currently the career mode as career should be heavily depending on resources. So - jsut imagine for a second - you would have to get a certain element for R&D, you need uranium for RTGs or silicates for improving SAS. Oxygen, Methane, etc for creating fueles... endless opportuneties. But you need to have a start. And that would be implementing R&D... and maybe career as you could sell material to get funds.. Then, and imho only then, a built in resource system could be superior to what Kethane adds to the game. And therefore worth to code. Long story short: I would just be patient. The game is at version .21 right now. Thats a long way from the big 1.0 AND possible DLCs. Also decisions on the staff seem to change often and swift, so its hard to always follow the way the devs think.. but normally, if you try to, you end up seeing that the path they walk down makes sense. A shameless self ad: http://forum.kerbalspaceprogram.com/showthread.php/45945-The-evolution-of-KSP I try to put new features into bigger context. Maybe that helps to see why some stuff has to be done before other things might work.