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Superfluous J

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Everything posted by Superfluous J

  1. This sounds so dumb but I really think it's axial tilt and the ability to edit the planet configs without a mod.
  2. You're flying very fast, vet low. Those are 747 wings and just aren't built for it.
  3. If you only count the body you're orbiting and its parent, you won't get Lagrange points. You need the bodies orbiting the thing you're orbiting. For example, to get Mun Lagrange points around Kerbin you need Kerbin and Mun, not Kerbin and Sun.
  4. It is not correct. It has the original values. here's a snippet: UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = crewReport title = Crew Report baseValue = 5 scienceCap = 5 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 7 ... And here is the same snippet from the 1.8 save where it works: UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = crewReport title = Crew Report baseValue = 8 scienceCap = 8 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 23 I've not had time to look into it any more since reporting it. I've not even loaded KSP or installed the new ModuleManager from the 7th.
  5. Because they are constantly in awe at the world around them.
  6. Try Image Viewer. If you want to make it specifically say dV you could probably mod it (modding a mod!) to change the button.
  7. I don't know how possible this is. You can't modify stock contracts without Contract Configurator, and I don't think Contract Configurator can modify stock contracts' values, just whether or not they show up. If I'm wrong in that I'd be very interested to learn it, because I've had some ideas in the past that were thwarted by this. One thing you COULD do is set the science gains from all experiments to 0, and then use the global multiplier in the settings screen to up ALL science gains. 0*100 is still 0 after all.
  8. Of those I've only played No Man's Sky and IMO it has more management than KSP by a long shot. you buy freighters and send them on missions, getting updates and deciding on if they should continue or not. That there is management. Doesn't matter how much planning you do for your own ship, that's not management, TO ME. Maybe I'm weird.
  9. We have different definitions of "management" when it comes to video games. Sure, you're managing your ship's ability to fly when you make a maneuver node, but to me if someone pitched a game as a management sim because of something like that, I'd think they were lying. If you were setting up routes and deciding how many ships per month flew them, then sure that'd be a management function. Making a maneuver node on the one ship you're flying is - well - flying that ship.
  10. I'm going to come down on the side of KSP not being a management game. You don't actually manage anything at the space center. All you do is buy things. You "manage" your ships in the same way a Diablo player "Manages" his inventory. I wouldn't call Diablo a management game, and I wouldn't call KSP one either. KSP is a game about building and flying rockets and realistic(ish) space ships and probes. The extra stuff is just to give the player tasks to complete to flesh the game out, the same way Geralt sometimes has to go talk to someone on behalf of someone else so they'll reconcile. The Witcher - incidentally - is not a relationship sim in spite of this activity.
  11. If a space science magazine posted this article and it said that KSP2 was coming out on the "Sony Xbox" would you similarly think that Microsoft is selling their brand?
  12. It sounds like you haven't visited R&D to spend those science points you gained. Or, you didn't use those SRBs and basic pods to fly a few places and get science in the water or grassland around KSC. Non-SRB rockets are unlockable with the science you can get on the pad before ever launching a rocket into the air. As I show in this science-mode video made a few months ago. I got science on the pad, and then immediately launched an orbit-capable craft. Then upon its return launched a vessel to Mun. I didn't have to worry about money and contracts, but made exactly as much science as you should if you start a Normal game. (Oh and I had a few mods to automate science collecting, which I find the boring part of the game. You have to do a lot of clicking if you play without them)
  13. Yes, essentially. Let me be 100% clear, though. I'm not against time being a factor in the game, nor am I against it being a factor in ship construction. I'm against the implementation in KCT because I didn't like it and don't want it in the stock game. I'm against any feature that is added merely to be skipped. I would be for a system that continues time while in the VAB, perhaps even accelerated. I'd be for a system that rewards reusability, so long as that doesn't mean "SSTO or GTFO." I'd rather reward consistent design, so launching 2 of the same launcher design was rewarded as much as 2 of the same craft. I'd also be for back-dating builds so you can apply any time spent warping BEFORE building the craft, to the time it takes your Kerbals to build a craft. But when I build a Mun mission I don't want to then have to warp 45 days before I launch it, every single time. I don't want to have to plan 8 missions ahead because of lag time in building. I want to make a rocket and fly it to a place. I LIKE that game loop. Messing with it in any way needs real solid thought put into it or it will seriously turn me off to the game.
  14. A single nuke pushing a full ISRU rig to Moho. Not suggesting it, just giving an example.
  15. This thread has convinced me to not use Plasma as my generic sci-fi weapon in my realisticish space opera fiction. Instead my blasters will fire Aether.
  16. Probably none. I expect most of the things I like mods for fall into 2 categories: 1) Will be in KSP2. 2) I can happily live without indefinitely.
  17. let me put it another way, You have to go out of your way (and frankly I don't see how to do it easily) to make the current time warp not necessary. That's what I mean by inherent to THEIR (the Kerbal's) universe. That's why it's different. One is takes work to REMOVE. The other takes work to IMPLEMENT.
  18. I would be interested in a game mode or mod that allowed time to pass while in the VAB, perhaps even pass very quickly each time you attach a new part. This would need to be coupled with a ROCK SOLID Alarm Clock implementation that could find SOI changes on craft on rails and warn the player about them. I'm not sure I'd like it or even use it much, but I'd like to try it to find out.
  19. Except for the fact that launch windows are a result of the setup of the game universe (and our universe), not an imposed rule written by a programmer. That is a fundamental difference between the two that can not be ignored.
  20. That I can't forget everything about the game and go through the learning process a second time.
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