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Everything posted by Tw1
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radial mount seporators
Tw1 replied to lukeoftheaura's topic in KSP1 Suggestions & Development Discussion
http://forum.kerbalspaceprogram.com/threads/91964-0-24-2-Radial-Stack-Seperator -
Oh hey! It's my machine! Lately, I've been working on another amphibious vehicle- Laythe Aquatic Exporation pod. Developed from experience with Evepod but intended as a runabout, rather than mobile base. smaller, faster, but lacks the stability, science and living space Evepod offers. "Promotional" Laythepod pictures: It travels at a little over 20m/s on land or water, and can handle up to 1 in 5 slopes with the collision/tire repair wheels retracted. Now on its way to the Jool system. Good luck Commissioner! I think you should name your rover something frog themed.
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I am experiencing technical difficulties. I just updated, and the issue where parts of helmets would show up weirdly shiny is gone, but now no custom textures are loading. Also, my kerbals are looking desaturated, like zombies. Something to do with modifications to visors.? Has their been changes to the way @Defualt works? I'm using the same file and textures from the previous version. Log, if you want, is here: https://www.dropbox.com/s/511qfuwkhj7zflz/output_log.txt?dl=0 Advice is requested, please.
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This is entirely for convenience, and not some sort of subtle cross promotion thing I seem to have an instinct for. But, if people want to revisit themes of versions past.... Though that story is now just old enough the I've-improved-embarrassment-effect happens when I read it... Remember how that Mun was so smooth? (Another promo opportunity!) The time before stock rover wheels when the cart mod was king, and mapsat was the mapping mod. Also, this image was too cool to not share.
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I do enjoy them, but I can't help thinking that if they are going to spend time making, and rigging up models, finishing something that would add more to the game would be a better use of time....
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Will I lose my progress when upgrading to paid version?
Tw1 replied to serolrom's topic in KSP1 Discussion
The demo doesn't allow mods, so I think you might have a chance at continuing. There were some save file format changes in about 0.21 or so, but the game might still be able to convert them. Give it a go. If you're on windows, and have a KSP shortcut on the desktop, right click and choose 'open file location'. Go into those files until you find, "saves", then, copy the folder of the save you want to keep. Put this in the equivalent place in the full version's folders, after you've downloaded it. Some of your craft may not look, or work quite right, some landed things might explode due to terrain changes, but others should be fine. -
That funny old VAB and SPH... The game was quite bare bones, but it had a certain purity that way.
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Also inspiration- There was a rover, but photos of that are probably lost in the bytes of time.
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What is the point in kerbals having stats?
Tw1 replied to John FX's topic in KSP1 Suggestions & Development Discussion
I think the problem is not so much about the stats, just that the 'science' system in the game at the moment, quite broken. Rather than re-write all my thoughts, I'll link this blog post I made so I wouldn't have to re-write stuff. http://forum.kerbalspaceprogram.com/entries/1767-Science-is-pretty-shallow-Could-it-be-shaken-up-a-bit TL, DR: science becomes a dead end after the tech tree, doesn't really feel science-like, and could be a lot more interesting. Kerbal experiance could serve to make kerbals more individual, and make choice of crew more important. At the moment, kerbals are virtually interchangeable. Again, to avoid lots of repeating, a proper kerbal experiance mechanism could function along the lines of this: http://forum.kerbalspaceprogram.com/threads/98466-Kerbal-Experience-and-Roles That is a better idea. Having a lot of well-trained kerbals could be made a reward in itself some how. Plus, if a reason to have many kerbals flying around at the same time emerges, training kerbals, and a reason to shuttle crew between missions could be a thing. -
More scientific instruments
Tw1 replied to boumbo's topic in KSP1 Suggestions & Development Discussion
Agreed. As I've written before, the points system doesn't make much sense apart from unlocking the tech tree. It doesn't yet give you much of a space exploration experience. I'd like to see it improved a lot. I've written about it in my blog thing, with some suggestions of how science could be broadened, flowing a number of ideas that I've seen floating around on these forums, things like science to a map, and splitting it into types. : Doing science could be modified, made into three (or more like two) subsystems, to make this critical part of the game a lot more engaging, and rewarding. Solar System Knowledge- Science where you collect Data to slowly build up an accurate picture of each planet, maps, atmosphere, mineralogy, etc, and the solar system, magnetic fields, radiation, solar wind, etc, which then could be accessed in the Editor to inform designs. Data is collected much like "Science" is now, through transmitting, and returning. It would be shown in the vessel recovery dialogue box in a similar way. Research Levels, where you deploy probes, stations, bases, etc, to do on going experiments. This would be a point scoring system, but rather than a tally, these would be levels which rise and fall. Getting, and then keeping Research Levels high would be a boost to Reputation, (and through that, a boost to your budget, and available contracts). These Levels would be dependant on how much your space program is currently contributing to science through on going experiments, on going monitoring (think solar wind measuring satellites, etc,), as well as the more instantaneous Data collection. Ongoing Experiments would be done in a science lab. These would not go forever- some would have limited lives, or need resupplying. Different ones would be available, and cost money to run. The cost would offset one advantage- the penalty for having multiple experiments in the one place would be less steep, letting you build big research complexes. It is possible having certain science parts on your ship would be required to do some experiments though. Monitoring equipment would be cameras, magnetometers, the thermometer, that sort of thing. These could break down, or need to be upgraded (technically, this would just be a replacement-upgrade would be the in-game reason for why the equipment is no longer contributing as much research) Having multiple monitoring systems on the same ship generally, would not be useful. To get more research happening, they should be in different biomes/orbits. Research will be higher when you first arrive at a new planet, and fall with time, but never become insignificant. Monitoring would happen in the background, all the player needs to is activate them, land them, or put them on the right trajectory, leave them. The parts used for the scientific Monitoring and Data collection would overlap where logical. Research Levels could be subdivided into different types- Physics, Chemistry, Biology, etc, as well as the solar system Knowledge. However, unlike the others, the Knowledge one wouldn't rise and fall, only rise-providing a permanent boost. Getting these to their full levels should be hard. Admin building strategies could be used to boost them. Lastly- Experiment Contracts- Much the same as we have now, but also including contracts for experiments that aren't possible under the other systems. E.g- transmitting a radio signal while on the other side of the Sun to Kerbin to test Albert kermanstine's theory of relativity- Where appropriate, the results from these would contribute to Knowledge, and temporarily boost the appropriate Research Level. How would the tech tree fit into this? The current science point thing works fine for unlocking that tree. It could stay the same, but the points renamed "Tech Points" or something like that. They'd only be shown in relevant places. What about asteroids? Contribute to knowledge until you've found all types. Temporary boost to Research Level. Something that might be useful for a contract. TL,DR version: I'd break science into three things, Knowledge- building up a picture of the solar system. Research- Ongoing testing and monitoring. Experiment contracts- for other, special experiments. I hope they don't. Kerbal experience could be good. I like KSK's concept- http://forum.kerbalspaceprogram.com/threads/98466 It combines the idea of kerbals being given specialisations with an experience gaining system, letting you train kerbals in certain ways, or have them develop as a side effect of how you play. It would be great. From time to time, we hear the that the developers monitor the discussion going on in the forum, and reddit. I hope this is true, as there are some good ideas among all the repeats. -
Could be useful. So, costs in one corner, and earrings in the other? It could get complex, but as long as things are sensibly broken down into appropriate categories, it could be good. It would make the game feel more like you're actually managing a space program.
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I like this concept- something like this would be good. It would be set up so kerbals can't have all areas maxed, to diversify roles? It would make you think about training and sending kerbals to places, but provide realistic benefits, unlike originally planned. Not sure Piloting should boost Rover speed thought...
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*Whistles innocently* Can't remember cost.. wasn't much. Modified version with seat and parachute means potentially 100% recovery
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Oh please. We don't need more of this. The Devs have said, they are adding the female kerbal, and it can't be done soon enough to end this fuss. Please examine the kerbal specimens below: Not the features: -Stubble -Squarish jaw -Blockish face silhouette -Male type hairline, -Loosely male figure -Clothes which are traditionally male, despite becoming gender neutral in more recent times. When these features exist on humans, it is hard to argue they are male in appearance. How kerbal reproduction hypothetically functions is not relevant. The fact is they look male. Kerbals serve as the human analogues in the game. About 50% of humans in existence are female. It is not fair that they miss out on being represented in the game. This should not be hard to understand. There have been threads that pointed out that girls have turned down the game just because there were no girl kerbals. There were several women complaining about the discrimination on facebook when the space center jobs were revealed to be all taken by male looking kerbals.
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It's a texture blip. Or more actually, a glitch in the terrain mesh. But, they still can be fun to find. It's the closest thing KSP offers to gaps in the fabric of reality.
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Creating roles for space stations in KSP
Tw1 replied to CaptRobau's topic in KSP1 Suggestions & Development Discussion
I can think of one more - as a destination for space tourists. This could be something that comes up in contracts. I agree that research stations should be a thing, but it's not something that works very well at the moment. I still think science as points you collect was a bad idea. It's shallow, it doesn't have a purpose once you've unlocked everything, it makes science per time a cheat, limiting possibilities. We could have had a couple of science subsystems- Solar System Knowledge- Science where you collect Data to slowly build up an accurate picture of each planet, maps, atmosphere, mineralogy, etc, and the solar system, magnetic fields, radiation, solar wind, etc, which then could be accessed in the Editor to inform designs. Data is collected much like "Science" is now, through transmitting, and returning. It would be shown in the vessel recovery dialogue box in a similar way. Research Levels, where you deploy probes, stations, bases, etc, to do on going experiments. This would be a point scoring system, but rather than a tally, these would be levels which rise and fall. Getting, and then keeping Research Levels high would be a boost to Reputation, (and through that, a boost to your budget, and available contracts). These Levels would be dependant on how much your space program is currently contributing to science through on going experiments, on going monitoring (think solar wind measuring satellites, etc,), as well as the more instantaneous Data collection. Ongoing Experiments would be done in a science lab. These would not go forever- some would have limited lives, or need resupplying. Different ones would be available, and cost money to run. The cost would offset one advantage- the penalty for having multiple experiments in the one place would be less steep, letting you build big research complexes. It is possible having certain science parts on your ship would be required to do some experiments though. Monitoring equipment would be cameras, magnetometers, the thermometer, that sort of thing. These could break down, or need to be upgraded (technically, this would just be a replacement-upgrade would be the in-game reason for why the equipment is no longer contributing as much research) Having multiple monitoring systems on the same ship generally, would not be useful. To get more research happening, they should be in different biomes/orbits. Research will be higher when you first arrive at a new planet, and fall with time, but never become insignificant. Monitoring would happen in the background, all the player needs to is activate them, land them, or put them on the right trajectory, leave them. The parts used for the scientific Monitoring and Data collection would overlap where logical. Research Levels could be subdivided into different types- Physics, Chemistry, Biology, etc, as well as the solar system Knowledge. However, unlike the others, the Knowledge one wouldn't rise and fall, only rise-providing a permanent boost. Getting these to their full levels should be hard. Admin building strategies could be used to boost them. Lastly- Experiment Contracts- Much the same as we have now, but also including contracts for experiments that aren't possible under the other systems. E.g- transmitting a radio signal while on the other side of the Sun to Kerbin to test Albert kermanstine's theory of relativity- Where appropriate, the results from these would contribute to Knowledge, and temporarily boost the appropriate Research Level. How would the tech tree fit into this? The current science point thing works fine for unlocking that tree. It could stay the same, but the points renamed "Tech Points" or something like that. They'd only be shown in relevant places. What about asteroids? Contribute to knowledge until you've found all types. Temporary boost to Research Level. Something that might be useful for a contract. TL,DR version: I'd break science into three things, Knowledge- building up a picture of the solar system. Research- Ongoing testing and monitoring. Experiment contracts- for other, special experiments. Giving you something to complete, something to ongoingly work on, and tasks you can follow. That would be a lot more engaging than the current, superficial system. -
Personally, I am happy it didn't- while lots of great games are based on the investigating ancient aliens, KSP does not need to be. I wouldn't mind some story like elements, like newspapers and stuff reporting on your progress, or maybe providing 'speculation' that might push you on to more things, a full plot would be too far, for a few reasons: 1) A story ends somewhere. Even a complex, pick your own ending story will reach a point where there's no more plot programmed. The end. Muck about aimlessly. I'd rather see KSP be one of those never ending games like simcity- you may reach a point where you are no longer voyaging further outwards, but there still is more to do at places you've already been. E.g. Maybe your base on Dres keeps attracting space tourists. Perhaps redesigning your fleet of space transporters would let you fulfil the contracts more cheaply? 2) A story shoe horns the player into doing things. For example, what if the next plot coupon requires an Eve visit, and you spend time to try for Duna? I'd prefer the fleshed out game to make many different approaches feasible. E.g: Perhaps you've just landed on the Mun, and want to keep landing there. Or perhaps you get so much funds after the Mun landing, you're ready to try reach Jool. Rather than an exact plot to follow, story-like elements could point out the options, rather than give you a required path. Newspapers could speculate: "What will the KSP do next?" 3) Too much detail prevents the imagination coming up with things of its own. A little info, a little characterisation is a framework upon which the imagination can build. Too much, and it switches off, limiting the experience. There is only so much that the developers can put in. If KSP by providing just enough to get you to think, you can form your own impressions about what's going on. 4) A basic problem many games I've played where the player can move freely, yet there is a set sequence of actions to undertake, is that some things you do 'count' and others are just 'mucking about'. Any landing that's not needed by the game to move on the story will feel less important, even if logically, there would be something to gain by doing so. Even if that thing to gain is just knowledge of what's there.
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What gender are the Kerbals we see in the game?
Tw1 replied to peadar1987's topic in KSP1 Discussion
It's an interesting point about the hip-shoulder ratio. But, if you look at one front on in kerbalizer, it's not that much- they are a lot closer to a slightly pudgy male figure, than anything feminine. Their hips stick out more in the front and back, rather than the side, which I took as part of their alienness.Like the huge feet- they need it to walk with their huge heads. Many of their features are just alien, like the bug eyes, but others can be read as male: The hairline follows a pattern more typical in males. The cylindrical head and broad jaw also are closer to a typical male face, rather than the more rounded shapes seen in human females. If they were a real alien species, then it would be silly to assume human like genders. But the similarity to humans would be suspicious. As these aren't real aliens, but characters created by humans, it's not unreasonable to ignore those ques. I think it's a pretty solid case that the kerbals in the game so far look male. Plus, the look is what's important here- a backstory explaining they are all clones won't stop someone from looking, and thinking- that's a guy. Where are the girl ones? -
Or, once multiplayer comes in... [url=http://imgur.com/euUJ1rU'> From a thread I made last year.
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Agreed about wanting more written things featured. I'm definitely not biased. There could be enough for every week. Epic little things like that Gilgaman thing do pop up. But, most of the bigger, on going written things only update so often, so when they do would be a chance to show them off.
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If I'm going for orbit, I aim for 80. That's 10km worth of space to fall before atmospheric drag should something stuff up.
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This craft could be a major piece of rocketry. It could be systematic, ♪ .....Aerodynamic, ♪ .....Pyrotechnic, ♪ .......Why it could be Space Lightning! (Space Lightning!) ♪ ♪ ♪ ♪ ♪ ♪ ♫♪We'll get a launch escape system, and four radial chutes, oh yeah.♪♪ (Keep talking, oh keep talkin') ♪♪A large stack decoupler, and an X-200 tank, oh yeah.♫♪ (I'll go get the ground crew, I'll go get the builders,) ♫♪With a large atomic motor, we'll have got the delta-V, ♪♪ ♪♪To ensure a safe landing, we'll have a landing leg or three on Space Lightning ♫♫ ♪ ♪ ♪, ♫-♫-♫ (Go, go, go! go-go-go-go-go-go-go,) ♪♪Go, Space Lightning,♪♪ ♫♫You're burnin' up that liquid fuel, ♫♪ (♪♪Space Lightning, go Space Lightning♫♫) ♫♫Go Space Lightning,♪♪ ♫♪Now, you're coasting to the apokee!♫♫ (♫♫Space Lightning, go Space lightning ♪♪) ♪♪You are supreme, ♫♪ ♪ ♪ The kerbals scream.♪♪ ♪ ♪ ♫♪In Space Lightning.♪♪ ♪ ♪ ♪ ♪ (Go go go, go-go-go-go-go,) ♫♫We'll get some kerbodyne engines, and kerlington fins, oh yeah.♫♫ (Ooo ooo ooo, oo-oo oo oo ooo) ♫♫Fuel crossfeed pipelines, and duel-RT-10s, oh yeah.♪♪ ♪ ♪ ♪ ♫♫ ♪ ♫♫With new boosters, fins and struts,♫♪ ♪♫She will blow of all their socks,♫♫ ♫♪You know she won't be laggin', she's a real rocket kracken, Space Lightning.♫♪ (Go, go, go! go-go-go-go-go-go-go,) ♫♪Go, Space Lightning♫♪ ♫♫You're burnin' up that liquid fuel♫♫ (♪♫Space Lightning, go Space Lightning♪♫) (♪ ♪ ♪, ♫ ♪) ♪♪Go Space Lightning,♫♫ ♪♪We're cruisin' into orbit now.♫♪ (Space Lightning, go Space Lightning) ♪♫You are supreme,♫ ♪ ♪ ♪ ♪♫The kerbals scream.♫♫ ♪ ♪ ♪♫In Space Lightning.♫♪ [instrumental section!] ♪ ♪ ♪ ♫♫ ♪, ♪ ♪ ♪ ♫♫ ♪ ♪ ♪ ♪ ♫♫ ♪, ♪ ♪ ♪ ♫♫ ♪ ♫, ♪♫, ♪♫ ♫, ♫, ♪♫, ♪♫ ♫, ♪♫, ♪♫ ♫, ♫, ♪♫, ♪♫ ♫, ♪♫, ♪♫ ♫, ♫, ♪♫, ♪♫ ♪ ♪ ♪ ♫♫ ♪, ♪ ♪ ♪ ♫♫ ♪ [Key change!] ♪ ♪Go, Space Lightning ♫♫ ♪♫You're burnin' up that liquid fuel♪ ♪ (♪♪Space Lightning, go Space Lightning ♪♪) ♪♪Go Space Lightning, ♪ ♪ ♪♫We're breaking for a landing, now,♫♫ (♫♫Space Lightning, go Space Lightning ♫♫) ♫♫You are supreme, ♫♫ ♪ ♪ ♫♫The kerbals scream.♪ ♪ ♫♫For Space Lightning, Lightning, Lightning!♪ ♪ ♪ ♪Lightning, Lightning, Lightning! Lightning, Lightning, ♫♫ ♪♫Lightning!♪♪ ♪ To the VAB! And that's that. I hope you enjoyed this ridiculous parody. I considered putting the poseable kerbal into some Grease-esque poses, but that would've taken me more time than I had allowed for this.... Here is the original, incase you feel like listening to it now.
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From the Kerbals who brought you spur of the moment parodies, including Six White Boosters The night before .22 And I still call old Kerbin home Comes a new song... But what is it? btw, I don't really care for halloween, so nothing to do with that. Coming a little later! Edit: Here.
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Naturally, I would also welcome kerbalcon, or something similar appearing in australia. (Especially if it's something uni student affordable...) However, like L3go, I might be biased....