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MadBender

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    Bottle Rocketeer
  1. I roved Kerbin before rover wheels appeared in game. My rover had jet engines and landing gears, and also landing legs because I didn't know about handbrake
  2. Yes. Any problem here? Or are worrying how it will work in combination with manual throttle cutting (by Ctrl key)?
  3. So it will restore to the last level that you used.
  4. It remembers the thrust, which was while landing (when you cut it last time). Why should it remember from before? I imagine this use case in the final stage of landing determine a thrust that kills vertical speed X get some vertical speed X kill vertical speed X get some vertical speed, descend some more X kill vertical speed Repeat until touchdown. So we have 1-button landing, if there's no problem with horizontal speed
  5. They are talking about max power button. My suggestion is about using X for toggling throttle for short precisely controlled bursts of any power, for example, while landing
  6. The logic is pretty simple: When pressing X, if there is throttle, remember it's value and kill it. If there is no throttle and there is remembered value -restore it. No throttle and no previous value - do nothing. This will take nanoseconds to execute and won't introduce any significant delay. And what do you mean by "cut throttle again". If it's cut there's no reason to cut it again. If it was restored by pressing X or manually, it will be cut, no problem. Also, I don't really understand why some people want different keys for this. But OK, let it be configurable, so you can choose same key or different.
  7. I think there is no need to increase the number of key bindings, there are already very many. One key toggling thrust looks pretty fine
  8. Simple control improvement: pressing X kills thrust, pressing X again restores it to the previous level. May be useful for landing and precise manoeuvres.
  9. I suggest a basic and universal abstraction that allows to put objects into other objects (kerbals, boxes, bags - does not matter) and manages some common logic (inventory management, mass calculation, container destruction, etc). Attachments may be made later as next version of this system when tools that kerbal has in his inventory will be actually visible on his model, attached to proper places. Real astronauts use pockets and tool bags. One such bag was lost on ISS.
  10. Fully-featured inventory will be needed anyway for pods and containers, so no actual reason to make another system for kerbals. Also not sure if there is real need of assigning object to each hand. Having one object at a time in one hand on in both hands (depending on the object) is much simpler solution that works in many games
  11. As the career mode comes closer there will be increasing need of various EVA activities. And for these activities, kerbals will need various things and equipment. Here are my thoughts about how this may be implemented. The obvious solution is to make inventories for kerbals. These may be made of cells like in Diablo or list of items like in Fallout. It may be limited by weight or size or both and the limit may be individual for different kerbals. Items' weight will slow down kerbal's movement speed (until full stop) and reduce efficiency of their jetpacks. When you control a kerbal, there will be a special key that opens the inventory and you can pick the item and use, equip, deploy, drop, give it to another kerbal or put it to some container. Two latter options basically mean opening another inventory and interacting with it. If a kerbal dies, his inventory stays (if there was no high speed impact) and can be picked up by another kerbal. I would like it even better if dead body stayed too and you could loot it and then bury or return to Kerbin (and stack behind the VAB) Command pods will have bigger inventories that can be filled in VAB or on the launch pad (in career mode this will cost money). Kerbals can use these inventories in IVA mode, so IVA becomes somewhat useful. If the ship has several command pods, you can transfer items between them without kerbals having to go EVA and carry these items (like the fuel is transferred now). There also may be various boxes, containers and cargo modules that can be used in EVA. If inventory capable part is destroyed, its inventory may stay or be destroyed too, depending on impact velocity. What can be stored in the inventory: Parts (small debris can be picked up and disassembled to parts) Tools (can be equipped) Flags Ground samples and whatever else kerbals can pick up on the planets Scientific equipment Jetpack fuel. This will be a part of inventory and kerbals must resupply it from a limited amount in the command pod. Or they may take it from monopropellant tanks. This systems allows kerbal to become lighter when he spends fuel and also allows sharing fuel between kerbals. Other types of fuel. Fuel can be taken from tanks and poured into other tanks, so we have refuelling without docking or fuel lines. Good for rovers and small things. Jetpack itself may be part of inventory. So kerbal can choose between different jetpacks (for example, big one with more dV or small one which is more powerful and allows to move faster) or go without jetpack and run faster and carry more other items. There also may be a parachute that can be taken instead of jetpack (so there will be no need for command pod saving system) Oxygen, food and water (if there will be life support someday) This is my vision of how inventory system can improve the game and add more possibilities and variety to it. I think the developers already have something similar in their plans or may be deep in the game code, but I didn't see any detailed suggestions on this subject. So here's mine. Tell me what you think about it.
  12. About a month ago someone of them said that there are 12 developers. They hired Bac9 since then, so there are 13 now, if I didn't forget anyone.
  13. "Launching a big multipart interplanetary ship and discovering a major design fail when approaching the target" would be number one then
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