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Twreed87

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Posts posted by Twreed87

  1. Really? This information is very easily available without having to create a new thread. There's a freaking countdown!! It comes out Monday.

    However, to turn this thread into something useful, I don't believe it's been said what time we can expect it to drop. Does anybody know this?

  2. "*New SPH/VAB GUI to help with the aerodynamic stability of the craft (a simplified version of the graphics in FAR)"

    I am seeing zero indication of this in the streams.

    I came here to ask about that as well. Not only have I not seen it mentioned in any streams, but I also feel like I haven't heard about it in the devnotes or Squadcast for quite a while. Over the past few weeks they'd talk about various features here and there, but I kinda stopped hearing anything about that one at some point, like they dropped it and just decided to not mention it and hope no one would notice. I hope that's not the case, I've never been very good at building spaceplanes and was counting on that to help me out.

  3. Pretty simple idea. You get a contract to put a station supporting 5 Kerbals around the Mun and you complete it. Some time later, the game checks to see if that station is still there, and if it is, generates a new contract telling you to add a Mobile Lab to the station, or to extend it's capacity to 8 Kerbals, or to add a module with a gravioli detector, etc. If it's a base, it could tell you to land the new part within so many meters of the existing base. Or it could tell you to transport a Kerbal to that base, or return one home.

    For satellites, there could be contracts that tell you to move or deorbit previously placed satellites, although that would need some additional way to make sure it has the dV to make the change. Or you could have to send Kerbals to the satellite to perform repairs.

    Anyways, could be a cool way to motivate people to keep stations in place. There could also be a check to make sure it hasn't been changed to Debris, as that's what I do when I don't want a flight showing up in the tracking station anymore.

  4. Have any of you done a mission to Eeloo or Jool lately? You realize it takes months and years of in-game time. If your life support on a station or funds will run out after time warping only a month, you're going to be spending a LOT of time doing mini-missions around Kerbin. After the 4th or 5th identical resupply mission in a row, wouldn't you get tired of it?

    A Kerbal Alarm Clock system would make it manageable, but these systems turn the game into a hamster wheel, grinding funds and lifting supplies repeatedly instead of doing missions you want to do.

    A Jool mission would just require you to bring a lot of life support with you. This would, of course, also be an option for a space station. Essentially you could decide how often you need to resupply your station, based on the size of containers you bring. Also, self-sustaining should be possible on certain worlds, perhaps tied into ISRU. Add Water as another resource like Ore that can be used to generate Snacks.

  5. It could also be thumbnails for craft. This would certainly fit with the "imagine you're a new player." It's alot easier to understand what a craft is when you can see a thumbnail of it.

    Thumbnails were shown before Harv mentioned the new feature. It's not that.

  6. Right now, career mode places very little need on managing your time. The only place it really comes in is contract expiration, but those are usually so long they hardly matter. Do you think things should be added to make the timing of missions more important?

    I'll give you an example of what I mean. So, when I start out a career game, I do my first suborbital hops, then orbit, then hit Mun and Minmus, and by the time I'm done with all of that, only a couple Kerbal weeks have passed. So then it becomes time to hit Duna, but I've got to wait a while for a Duna launch window, so I time warp nearly half a year. Gameplay-wise this presents no problem, but I feel weird that my space program spent a couple of weeks launching like crazy, exploring the whole Kerbin system, then just stopped and waited for months. Then of course I launch to Duna, and while I easily can run other missions while the ship is in flight, there's nothing stopping me from warping and finishing that mission.

    So actually, what I do is I try to only timewarp in short bursts, and run at least a few missions in between launch windows. I also try to run multiple long missions at once, and I try to hit every launch window I can. (eg. launch to Duna, warp to Eve window, launch to Eve, warp to Duna intercept, etc...). There's nothing in the game making me do this, but I kinda wish there were. I think it'd be cool if features were added that incentivized running multiple missions at once.

    Some ideas:

    - Yearly budgets. In addition to contracts, you get a bit each year. Perhaps you lose it if you don't use it. Or maybe it's based on how much you did the last year.

    - R&D time. Tech nodes could take a certain amount of time to unlock after you use Science to unlock it. Not long, but progressing as you go down the tree.

    - Construction time. Depending on the size/part count of the ship, it takes a certain amount of time after building to be able to launch. From the VAB you could choose to start construction and be able to take it to the launch pad when ready, or there could be a "Construct and warp to Launch" button.

    - Science over time. I know we're getting some of that in 1.0 with the changes to the Mobile Lab. Perhaps more? Orbital scanners and things?

    - Life support. This could be a big one. If you've got an orbital station that needs regular resupply, you can't just warp a whole year to the next Duna launch window.

    I don't think anything should be too punishing. There should always be ways that you can still run and entire Jool and return trip without interruption if you really want, but I think there should be incentives for not doing so. I guess what I'm trying to say is that I like to play a weird way, and I want the game to reward me for it, and sorta force others to do the same. :D

  7. Gotta be a massive coincidence.

    Can't find anything on their twitter or facebook about some upcoming update, though they were updating maps last month.

    What is the coincidence, even? KSP has an update coming in a few days, and some other random website has a countdown to around the same time? I'm starting a new job that day, maybe they're counting down to that!

  8. There's a strange countdown timer at the top of GeoGuessr.com saying "The great journey continues in 08:00:36:23..."

    I don't think this is a coincidence.

    Thing is, what would they possibly partner with SQUAD for?

    Wait... why would a countdown timer at some other random site be related to this?

  9. Did anyone catch the part about ore just being all-purpose for now? Right now it can be turned into anything, but that may not be the case later? I'd noticed when they first showed off the narrow-band resource scanner that there was a part that said "Resource: Ore" as if perhaps there could also be other resources. Pretty excited about that. I'm hoping they add a resource that can be collected and turned into life support!

  10. Because the flags are objects represented as separate Tracking Station entities. The game refers to these objects as "flights".

    I mean, come on guys. What do you want them to do, make special categories for Objects That Do Not Fly?

    Except it doesn't include debris, which are also represented in the Tracking Station. And since debris is hidden by default from the tracking station, as are flags, you'd think they'd treat them the same way for "flights in progress"

    It's not about the semantic use of the word "flights" for things that aren't flying (I mean, you do fly a flag, afterall) but more about the fact that once a flag is up, you're never going to do anything with it again, so why act like it's some active thing? I like to keep my active flights from cluttering up by turning useless things into debris when I'm done with it. This way, when I load up a save and it says "10 flights in progress" that means there are 10 things I'm currently paying attention to/working on. I don't want it saying "50 flights in progress" because I planted a bunch of flags everywhere.

  11. I just wish it came with it's own decoupler, just to make it look nicer. I don't like the look of having a decoupler or docking port between it and the capsule, I prefer the seamless look between them. I also wish I could stack a parachute between them, but I usually just use radial chutes instead.

  12. Hard to misinterpret this post from HarvesteR in this week's devnotes thread:

    Yeah, never saw that. That seems silly. First of all, redundant except for design? Design is a pretty big deal in this game, it's not something to dismiss. And secondly, what's the harm in having an extra part? I know that massive part counts, like with a lot of mods installed, can lead to longer load times, but a single extra part seems like very little harm. There's really no reason not to have both.

  13. Who, me? :)

    And yeah, I let go of the whole "next version is going to be release with absolutely no beta period!" thing awhile ago, but man, this whole "let's keep adding features during the final round of testing!" thing is leaving me with red palm imprints all over my face ;)

    What final round of testing? The QA and experimentals team are very likely getting new versions with features added incrementally.

    Unless... you're under the mistaken impression that we're the testers. We're not. We're consumers.

  14. Third, there's a whole bunch of features that's going to be in the 1.0 release that were not in the beta version. Well, you have a point there, that's what a beta is for, to test out those new features. Well, not really. That's what an Alpha version is for. In Beta you're supposed to stop adding features and focus on plugging bugs. And Squad's not even doing that.

    The new features are being tested plenty. There's a 100-man team of dedicated testers working on it right now. The terms "alpha" and "beta" never really applied to KSP, despite the last version being called "Beta than Ever." The reason we got all these early versions of this game is because we paid for it. We're customers, not testers. Sure, we can report bugs, but I guarantee you that the value of bug testing done by the consumer is close to nil. In fact, the work it takes to sift through duplicate bugs, or game suggestions disguised as bugs, probably far outweighs any benefit. I actually have a job as a game tester for a major company, and I know that there is a humongous difference between a consumer casually playing and reporting bugs they find, and a team of dedicated, experienced testers. The only reason companies do actual beta testing is for online games, where massive numbers of players are required for stress-testing and such. I swear, it's like some people forget that a vast, vast majority of games are released with zero beta testing.

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