

webkilla
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Everything posted by webkilla
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That's why I said I'd like for there to at least be the room so that modders can add that kind of gameplay into the mix - but if contracts are only implemented to the point of saying "land on planet X" or "do a mystery-goo reading in orbit of moon Y" then I'm just afraid that modding in more complex missions won't be possible
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Because... donig milk-runs helps pay for your big fun rockets? I dunno - but I wouldn't mind seeing at least mods allowing for that kind of gameplay
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Good points all around. If anything, satelites you launch and place various places as part of contracts might be set up in such a way that they remove themselves from the game after a set amount of time... or they get a seperate tracking type icon that you can turn off when it comes to the tracking station? I dunno, but I wouldn't being able to see everything you've launched as long as its meaningful. Currently there's no real reason to put up satelites. Perhaps a Comm. satelite might reduce the science-penalty you get if you transmit science data, if there is a satelite around Kerbin and the planet you're in orbit about? That said, I at least hope that once the contract and money systems are both implemented that it would be possible to mod for a more restrictive and less sandboxy style of gameplay - simply to offer up some challenge in optimization and variation in gameplay. I have a sandbox game and that's fine, but I don't necessarily want my career game to be 100% sandboxy all the time A contract/mission type I would really like to see would be to transport a subassembly made up of a hitcherhiker module, some batteries, landing legs and solar panels... basically a paid mission to ferry a science expedition to Duna or Mün or something. Which of course opens up for later "plz come and get us home" missions
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fair enough Regex - though I do hope that it becomes possible to mod that in. Plus, the contracts would only be avaliable in career mode. If that's coupled with a money system then you're already possibly limited to a not-infinite budget Though how the whole 'budget' and money system might work then becomes the issue. There are several ways of doing that... 1) One way could be for each build you have a finite budget. Doing research and contracts will increase the size of your budget for builds. - What you don't spend on one rocket doesn't carry over, and your budget is decreased by 20-30% per rocket - successful recovery of rocket parts refund their cost (empty fuel parts maybe only 1/3) - successful crew pod recovery also refunds the part cost, but comes with a "Good PR bonus" (Killing your kerbonauts would conversely punish your budget) - your budget can't go under your starting budget, which allows for simple small-scale rockets that can just barely get to Mün or Minmus and back - contracts up your budget, as would research (put this satelite into orbit, test the surface of Gilly for seismic whatnots) 2) Another way would be a more classic "you have this much money - spend it wiselly" approach - The benefit would be that it adds an overall fail-state to the game: If you run out of money, game's over - successful recovery of rocket parts refund their cost (empty fuel parts maybe only 1/3) - this would encourage creative recovery schemes like putting probe-controls on boosters along with parachutes - successful crew pod recovery also refunds the part cost, and comes with a "Good PR bonus" (Killing your kerbonauts would conversely punish your finances) - your starting funds allows for a simple small-scale rockets that can just barely get to Mün or Minmus and back, - contracts rewards you with money, as would research (put this satelite into orbit, test the surface of Gilly for seismic whatnots) just ideas - I'm sure Squad already has a plan on how it might work
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According to the "planned features" page on the wiki, 24 will likely focus mainly on the introduction of the Contract system ...and it'll have rewards and penalties Any ideas on what that might be? Bonus science? Ultimately - once the money system is implemented - I hope to see to cash rewards (and penalties) for the contracts, although at that point I'd expect to see contracts that say stuff like "put this prefab'd satelite (now avaliable as SubAssembly X) into a 80 to 83.000km orbit around Kerbit in your next launch, reward Y amount of Kerbdosh, penalty for failure so and so" I mean, it should be simple enough to make some pre-made subassemblies for that purpose - the game already comes with stock rockets and whatnot. That said, asteroids are fun - but without a means to derive science from them it honestly feels like there's something missing from the update
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My 2 cents: 1) "death cult of jeb" as the manufacturer. Ya, that makes sense 2) tons of weird adatpers for really outlandish designs. Love it. - there's a 1.25m to 0.625x4 quad adapter which allows for far more creative use of small engines like the 48-7S - there's a monstrous 3.75m to 1.25x19 adapter (with about 1½ times as much inbuilt fuel storage as a jumbo tank) - that's 19 1.25m attachment points. That's nuts! I love it! (I've used parts from KW rocketry to work with this mod's 3.75m parts) - a wide assortment of 1.25 multi-adapters. 1 to 3, 1 to 3 but in 3 in a row (also for 1.25m), 1 to 2... plus some new xenon engines that are far more powerful than the stock one, but drain so much electricity its insane 3) the aesthetics appear very black and with polished copper, which looks kinda orange. Very stark contrast. - IMHO it doesn't mesh that well with the usual KSP metal and white look. I would love if these parts looked more like normal KSP parts, but that's the mod-maker's choice 4) there's also some stuff for VTOL spaceplanes and aircraft, but I didn't look into any of that Overall, then at least some of the parts have some very interesting use - the rest looks cool.
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
webkilla replied to MacTee's topic in KSP1 Tools and Applications
patient I shall be As for the mod in question - then the recently featured "Budget rocket parts" mod @ http://kerbaldevteam.tumblr.com/post/68104385301/modding-mondays-budget-rocket-parts -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
webkilla replied to MacTee's topic in KSP1 Tools and Applications
Hey MacTee - your ModAdmin thingy.... it doesn't seem to know where to put TechTree stuff, from mods with custom techtree stuff ...and I don't know where to put it either? Advice? -
If I have some parts from some favorite addons that I'd like to add into career mode - how do I do that? I've tried adding TechRequired = fuelSystems entryCost = 5 but... that didn't do anything. I take it that I need to add something more? or can't stuff be added retroactively - can I only add stuff via sneaking it onto un-discovered parts of the tech tree?
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How can I enable addon added parts in career mode? I can't seem to find any settings or .cfg thingies to enable this (yes it'll allow for access to stuff that isn't researched yet - but you can always just not use that)
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I am ever so curious How do I add mods and addon bits to career mode?
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For .22: Component cost?
webkilla replied to webkilla's topic in KSP1 Suggestions & Development Discussion
fair nuf would be neat if there was a list of future planned features... -
It's already shown in the game - but will it become an actually used feature at some point during .22 ? I mean, one thing is doing science - but you need to fund that science too, say, by launching rockets, or doing space tourism. With the subassembly system being introduced, new sub-assembly bits such as "Rockomax Satelite XYZ" that you'd get 2000 Kerbux for if you put into orbit could be added as a sub-assembly bit that you can't alter Or similarly unique passanger compartments with space tourists in them, that'll pay huge amounts of kerbux to be taken to the mün or just in orbit? ...of course, it'll only pay out if you get them back to Kerbin alive (and conversely, you'll stand to be fined a lot if they die) In theory it should be easy to integrate with the stuff being added for .22 - Another building or something for financing - It will allow you to select unique 'missions' that pay out a certain amount - "get this satelite into orbit around [Planet X] in a roughly circular orbit at roughly [altitude], payout is [amount of kerbux] - "get these space tourists into orbit around kerbin and bring them back after 3 hours - alive, for [big amount of kerbux]" - each mission will represent itself as a sub-assembly component that you can't fiddle around with too much. Tourists might have huge electricity requirements, deny you any use of nuclear engines and generators, and you can't obscure their windows - while satelites might be unwieldy and unbalance your rocket
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Hey JandCando - what's the plans to update the addon for .21? I would love some fusion versions of the new small engines and fuel tanks perhaps also an update to super-SAS and whatnot?
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Is there a way to remove space debris?
webkilla replied to Nikolai's topic in KSP1 Gameplay Questions and Tutorials
Forgive me for the thread necro - but this is relevant to my interests: If I set persistent debris to 0, will that affect any flags I plop down? I really don't want to loose my flags...