

roguelycan
Members-
Posts
44 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by roguelycan
-
Game Mode Idea - Fuel Shortage
roguelycan replied to roguelycan's topic in KSP1 Suggestions & Development Discussion
I am curious how difficult something like this would be to create a mod for. I would imagine it could be done with a single plugin. I know nothing about modding so if anyone could help me out or point me in the right direction that would be great. -
Game Mode Idea - Fuel Shortage
roguelycan replied to roguelycan's topic in KSP1 Suggestions & Development Discussion
Was building a big ass refueling station around Minmus using Roverdudes FTT parts that I dubbed the Exxon Mobile when I came up with the idea. As much as I like the idea of mining and refueling stations I find that they are not that insanely useful 90% of the time. In career the fuel itself is so cheap compared to the cost of actual parts that setting up a refueling station would provide very little benefit. In Sandbox they are practically useless because it is almost always easier to just send another flight into LKO for a refuel. By limiting the fuel you start with plus no option to purchase more fuel would not only make mining actually useful, it would be mandatory. -
Win Conditions - with Snacks!
roguelycan replied to spinomonkey's topic in KSP1 Suggestions & Development Discussion
I could see this being an interesting idea along side achievements. Doesnt end the game but gives an interesting goal to play towards. -
Game Mode Idea - Fuel Shortage
roguelycan replied to roguelycan's topic in KSP1 Suggestions & Development Discussion
Science mode I think is great for beginners to learn the game but offers little to more experienced players. Career is fun but so much of the focus is on the business side of a space program making money and completing contracts. A Fuel Shortage game mode would bring the focus back on the KSC and your own missions instead of fulfilling company contracts while also giving at least a vague objective to play for in a sandbox style mode. -
Game Mode Idea - Fuel Shortage
roguelycan replied to roguelycan's topic in KSP1 Suggestions & Development Discussion
Hmmm, did forum stats get wiped again when they redid the forums for launch. I just noticed I am only credited with 16 posts. I have been gone a few months but I know I should be in the hundreds at least. -
Am I the only one who things the Big Four are overrated?
roguelycan replied to FishInferno's topic in KSP1 Discussion
They are the four main ones for a reason. Bill Bob and Jeb are the original Kerbals before non-orange suited kerbals even existed. Valentina is special because she is the first female Kerbal. I am not sure how this would make them overrated but I usually try to play with Non-orange suits and put the orange suits in a command space station or something to keep then in play but out of the way. -
KSP Challenge Coin
roguelycan replied to wossname's topic in KSP1 Suggestions & Development Discussion
Would go nicely next to my Assistant Commandant of the Marine Corps challenge coin. While the link I posted to is an Ebay item mine was actually given to me by the assistant commandant. This is just the first pic of it I found. http://www.ebay.com/itm/like/231501423836?lpid=82&chn=ps -
Game Mode Idea - Fuel Shortage
roguelycan replied to roguelycan's topic in KSP1 Suggestions & Development Discussion
I dont think the number of mining parts would negatively affect this idea. I mean theres drills and ore containers, as well as the ISRU to do on the fly fuel conversion. What other parts would be needed to make this scenario work? -
Game Mode Idea - Fuel Shortage
roguelycan replied to roguelycan's topic in KSP1 Suggestions & Development Discussion
Lol Yeah I can understand this isn't something everyone would universally like but I would imagine there is a good chunk of the community that would find something like this interesting. - - - Updated - - - Yeah I would imagine at its basic concept it wouldn't be difficult as it wouldnt require any new parts or anything crazy like that. Unfortunately I dont know the first thing about modding and don't have the free time to try to learn on my own. I could just roleplay the scenario in my head but like many movies based off books sometimes it is more fun to see the idea realized on screen. I see no reason why this idea wouldnt work with modded resources and mining. -
Kerbin is experiencing a massive energy crises due to letting Jeb run wild building whatever he wants for the last 3 years. Fuel reserves have been drained to dangerous levels and without more KSC will come to a grinding halt. I came up with a rough idea for a new game mode that could offer a scenario driven experience outside of the Career mode and career mode lite (science mode). I also wanted something that would make the new resources really come into play. While I originally came up with this as a mod idea I think this could be a fun stock game mode along side the other 3 and wouldn't require any major features to be added into the game. Down to the meat and potatoes. This game mode would be much closer to Sandbox than Career as you would start off with all the science researched and there would be no funds limiting you. What you would have is a limited volume of fuel to start the game off with and more fuel cannot be purchased. This would require players to setup mining colonies and refueling stations in order to keep their ships fueled. While there would still be Ore on Kerbin there should be options to remove Ore from the KSC with a slider to adjust how far out from the KSC you wont find any ore. Any leftover fuel or ore on a recovered ship gets added into your stockpile of fuel but still falls under the same recovery rules where the further away from KSC you recover the smaller percentage you get back.
-
I apologize if this has been suggested before. I was trying to think of a new challenge outside of career and science mode that could give a managerial challenge that could work in sandbox mode that would also include the new resources. What I came up with is that Kerbin is experiencing an oil shortage and fuel would be limited. At the start of the game you would have a limited amount of stored fuel including LFO, Mono, xenon, and solid fuel. This could be modifiable depending on the level of difficulty you want. All ore would need to be removed from the KSC and surrounding area but could be found in areas of Kerbin. Fuel and ore recovered gets added to the reserve. Stored ore can be converted to any type as KSC would have a built in ISRU. Optionally I am wondering if there should be a weekly or monthly allowance of fuel granted from some organization that would be based on your achievements and would degrade over time if you didnt do any missions to prevent time warping infinite fuel. Missions would have diminishing affects as well so you couldnt just keep doing mun missions and keep getting fuel grants. This would give purpose to establishing mining and refueling stations around kerbin and other bodies to reduce the amount of fuel used launching new rockets. TL;DR - Limited fuel to start the game. Puts importance on mining and refueling stations around the solar system.
-
Was the game perfect when it released 1.0? Of course not, if it was then Squad may as well clean their hands off and be done with it. Is the game better than it was in .90? I would definitely say yes. While there have been some bugs, some worse than others, none of them I would consider game breaking. Sure my first few launches everything felt kinda screwed up but that was because of how different it was than previous versions. Now that I have started getting the hang of it I am loving the new aero.
-
I do remember a lot of drama surrounding what he said. I can't remember all the details about it but I did think he went above and beyond what I thought would be fair on his part. I think I remember something about their being a deadline of when you bought it that included all future content for free, not just updates. It may have changed since then but I do remember something like that.
-
I had 2 ships that were having this issue, one to Jool and one to Dres, both within a year of an SOI change to both planets. If I quit immediately after and reloaded the game I got the ships back but still would have the same issue every time I tried UNTIL I removed Kerbal Alarm Clock, and only KAC, and I can now switch to both ships without an issue. Edit: BTW I was using the KAC 3.0 beta version
-
We are all excited about the new release but I doubt anyone that is excited enough about this game to post on the forums awaiting the release of a new patch is going to just leave because they take a little while to release an update. And for people that don't hang out on the forum and just play the game might not even know anything about the next update. I get your point but I doubt they are in any risk of losing a lot of players over this.
-
Career mode is easy because only a small part of it has been implemented. With no budget concerns it isnt that difficult to take some of the early tier tech stuff and just put a ton of it together in order to accomplish most goals. Once you have to worry about cost and everything else you wont be able to just stack however many parts you want on it so you can brute force your way everywhere you want to go. With economy implemented I think you will see much more believable progression from the career mode. I am looking forward to being forced to learn to be more efficient actually. I have a tendency now to make overly complex and large ships in order to have these ridiculously multipurpose ships. Even when i decide I am going to build a simple ship to do one thing I almost always end up with some 50-100 ton payload that can carry probes and dropships and can land in atmo or vacuum, etc. So for me the hardest part of career mode right now is trying to stay realistic and believable.
-
What was the most unnecessarily complicated thing you have done?
roguelycan replied to InterCity's topic in KSP1 Discussion
That is pretty much all of my designs. Here is a common checklist for most of my ships I design -Can dock (in multiple areas) -Can land in Atmo -Can land in Vacuum -Take off from both -Multiples of all science equipment -carries Satellite probes(for remote tech) -Can support crew for several years(Tac Life support) -Can attach multiple dropships/landers -Can travel to anywhere in solar system -Possible VTOL -Acts as a mothership -Can survive deadly reentry These are the typical points I usually attempt with pretty much anything that is designed to leave Kerbin SOI. If I intend to use KAS or Infernal robotics it gets even more ridiculous. The average payload I normally send up is roughly between 50-75 tons although some have been known to be larger. And I usually try to design them in a way as to be an All in One kinda spaceship. Either I will design the entire payload to attemp to land and takeoff in atmo or vacuum(often times attempting VTOL) or I will design some kind of multipurpose lander or a spaceplane. I am often left with mixed successes. It doesn't help that I use Tac lifesupport, remotetech, and deadly reentry so that adds quite a bit to my design issues as well. -
Yeah I feel your pain. The crew slots resetting have kinda screwed me over many many times. Hopefully SQUAD can make it so the crew can be saved along with the design or something. Or atleast the crew could stay the same when you hit revert to SPH/VAB. Need to install Kerbal manifest again since it works way better than what they have implemented since you can make adjustments on the fly on the launchpad.