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Jcklemme

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Everything posted by Jcklemme

  1. To me, yes it does. I don't want to see a million other people messing around the KSC.
  2. Now, I don't agree with you there. I love all of these ideas and want to have them in the game, but KSP should be a single-player game first and foremost. Also, I hate MMO games. I do not want to play with a thousand people I do not know and do not care to know. I saw your thread about that and just do not agree. We would end up in a situation like EVE Online (I think that's the one I'm thinking of) where a couple guilds control everything and everyone answers to them or can't compete. If I'm going to play KSP multiplayer, I want to do it with a few of my IRL friends, not half a million randoms.
  3. I have no idea to what extent any of this will be implemented, but I love the idea of being able to kind of find a niche in a multiplayer game and trade what you're good at producing to other players. Like let's say I build a really solid relay network and you have been hard at work building a fuel production infrastructure. You could just use my relay network and avoid having to send a bunch of probes ahead in exchange for me being able to refuel on your stations in orbit. I suppose this could all just be roleplayed as well, but I'd have to be able to pick and choose who gets to connect to my relays and when. It's an interesting idea and I wouldn't be surprised if it gets implemented in mods if it isn't in the base game. Multiplayer being a part of the core game will likely result in a lot more mods tailored specifically for the multiplayer experience.
  4. So I'm wondering, with resource trading supposedly being a thing in multiplayer, I think it would be fun to have the ability to charge for usage of a players relay network. Now, idk if probe control will work on a packet system the way science uploads do and I honestly doubt they would, but I think it would be very fun from a role play perspective to try to play as the System's telecommunications network and fund your other projects that way. Ultimately my goal would be to be able to become the "PAY YOUR PHONE BILLS" meme from battletech.
  5. Maybe I'm just not thinking about it enough, but why would that preclude adding interstellar debris?
  6. Let's say they do decide to release system packs as DLC, how much would you be willing to pay for each system? I'd say like $3 would be what I'd want to see at max assuming they are Stock quality.
  7. Now, do you mean it works in it's current form or that you made fixes to get it to function as expected?
  8. I've been playing since 2011, I probably have over 5000 hours in this game over the last decade. I've never been to Moho, Tylo, Vall, Dres, or Eeloo. I honestly don't even care if they add any extra solar systems. And I've barely explored outside of Kerbin's SOI. There's just so much to do already with the building of ships and I have a nasty habit of starting over because I decide I want to add a new mod or have a better idea of what I want to do in Career. I'm pretty sure they said somewhere that they will not be changing the original system, possibly in the newest dev diary thing. What I would like to see though would be asteroid fields and tiny little bodies like whats added in the DART mod.
  9. Well, tourists don't get experience, and we have no reason to believe these Kerbals have learned anything from their mistakes.
  10. After doing a search of the topic and reading a a few pages I haven't seen anyone explain how the Laser Altimeter works/is supposed to be manned. Did I miss an earlier explanation or is it non-functional in its current state? I've also found that if I transfer the first experiment result from an advanced materials bay or the double mystery goo experiment using the Ship Manifest mod it will no longer allow me to reset the 2nd experiment or transfer it using the manifest mod. I have no idea if this an issue with this mod or the ship manifest mod, or if making them compatible is even a priority, but I thought I'd mention it.
  11. Every time I've ever used these my craft just explodes on touch down. I'm going under the 750m/s too, am I doing something wrong or do they just not work correctly? I'm using probes too so it's not like I'm turning my Kerbals into green jelly.
  12. I'm not saying this to be negative, I want the game delayed if that's going to result in a good piece of software. I'm just saying we've seen very little in the way of gameplay or anything that looks like something approaching a finished game. Now I get that some studios like to keep things close to their chest and that KSP2 is not being developed by Squad. It just seems like they would show something resembling a game if there was more done.
  13. Ascent and landing did not work correctly. I'm not one for coding or able to read logs but it seemed to be that it didn't know where the craft was in terms of altitude from my best guess. A lot of crashing into the ground on landing and strange, unpredictable behavior with Ascent Guidance. Like I said, it could have easily just been my install as I usually play pretty mod heavy and did manual installs rather than using CKAN up until recently. I didn't realize that CKAN actually works almost perfectly and had bad experiences previously with other mod loader programs for other games.
  14. In previous versions when this was installed Mechjeb would behave erratically. It's been a long time since I've used this so it may have been fixed or it may have just been my install. If you're not seeing anything that would conflict I'll assume it's no longer an issue.
  15. I don't mean this in a negative way, but based on what we've seen and the fact that the footage we are seeing still says "pre=alpha", I'd be shocked if KSP2 releases in 2022. I just have a hard time seeing them progress that much in the next six to seven months.
  16. FAR is cheating. It makes it WAY easier to build planes and space planes.
  17. Wow, you're amazing. Is it still conflicting with Mechjeb?
  18. I can confirm that Final Frontier is functioning as expected in 1.12
  19. This is an amazing mod, I hope it gets support for 1.12 now that KSP is supposedly done updating. I don't think there's any mods that do what this one does.
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