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Everything posted by JimmyAgent007
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Well If we are going to get a whole new building then it should be useful in some way. Something that 'is there' and you get money from it makes little sense. But if it makes money depending on what you put in it, the more rep that piece gained the better, then its useful and besides, people have mentioned wanting a museum before.
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A museum would be nice. When you recover a ship there can be a check box that makes it 'historical' so you can make something like a flag plaque explaining why the ship is important. Then it shows up in the building. The more stuff you put in it though the more expensive it is to rebuild if you destroy it. Then let you tag ongoing flights as historical so that 'replicas' cna be placed. ie. your first satellite, rover, and such.
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Nearly 3 years playing KSP and the same old failures happen
JimmyAgent007 replied to Boris_T_Roach's topic in KSP1 Discussion
I still forget solar panels. Docking ports are another issue of mine. I over engineer and end up with tanks full of fuel that other ships could use if I remembered to put ports on the tanks. My only SSTOs are the ones I over engineer for the launch phase, then dont have the RCS to turn them quickly in orbit because i wasnt planning on bringing them that far. -
Scratch style Action groups
JimmyAgent007 replied to ZodiaK's topic in KSP1 Suggestions & Development Discussion
Launching made easy I like. Maybe tie it into pilot skill so that new games dont get it right away, need to level up your kerbal first. As for other things like landing and transfers I think should be manual. -
i havent read everyones suggestions about xp, skills, stats, and so on but for a small part, what if say you have a space plane, it takes time to speed up. would a better pilot be able to get things up to speed faster? doesnt change the ISP or anything else, just a bit faster on the uptake for the throttle. No effect with rockets really. Just an idea i was wondering about. aside from that, I think eventually we are going to have different 'jobs' like pilot or engineer or scientist. pilots fly the ships, engineers fix things (not talking random failures, i dont like them) and scientists run the more complex science stuff. however, they cant do each others jobs. pilots cant fix solar panels, engineers cant run a lab, scientists cant fly the ship. there might be some overlap for emergencies if the pilot went EVA and hit the Mun. I know part modifying skills are off the list, what about EVA improvements like a bit of extra pack fuel. to represent l337 skillz with the jetpack.
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A more intuitive tech tree
JimmyAgent007 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
Ideally yes, but if they start with a tree or want to force it one way or another then we should be able to choose. -
A more intuitive tech tree
JimmyAgent007 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
i like the tech web idea that got posted, very much like Beyond Earth. However Id like the parts to be finished before the tech tree. Once we know ALL the parts that are going into the game, get them balanced, then we can place them correctly on the tech tree/web. also a Probe Core / Manned Capsule toggle for the start screen could keep a lot of feathers from being ruffled. -
It would be interesting if the Kerbin Orbit path was highlighted different colours for the launch windows to different planets. Say Kerbin is passing through an optimal Duna launch window, you go to the map and see Kerbin passing through a red section of its orbit. Maybe label it in case two or more planets overlap. That way you can, without launching or even doing heavy math, be able to see when the best time to launch the mission is. Also if your ship is around Duna then its orbit gets highlighted for windows. Same for if you orbit the star, then its your ships orbit that gets broken down into the windows. This would save people from having to do the math, check window calculators, and be very friendly to new players. As with anything it can be toggled for those who like doing things the hard way.
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How do you think upgrades work on buildigns
JimmyAgent007 replied to Crusher8000's topic in KSP1 Discussion
Id like to see a "Rebuild as Tier 1 for $100000" "Rebuild as Tier 2 for $1000000" "Rebuild as Tier 3 for $10000000" so that if you are short on funds but need the building you can rebuild smaller and work your way back up. But if you are rolling in cash then you can go right for the Tier you were at before. -
All my wants have been pretty much made here already. However if I have a base for refueling, id like it to be able to handle all the resources. Maybe this means a dedicated drill for each resource (same drill part just several, each drilling to a different depth). We all generally like to make bases on flat terrain so those should be the richest areas or make a planets resources available everywhere and just increase power needs depending on depth. Hoses connecting the buildings if you dont dock them should be different, they work on a ship but for a base they should just run along the ground. Id also like snacks, colour to change based on where you grow them!
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I dont like "Rocket Parts" at all. Too generic and feels like a magic wand. Bringing the specific parts to an off world VAB makes more sense. I can see the parts for things like fuel lines and struts but they still need to be hauled up from Kerbin. Cargo containers, Each size has a weight, and you can fill them with parts, or specific designs, I could get behind that if it felt realistic enough. Id also like the ability to shed the casing off fuel tanks to make them lighter for void travel, or at the very least, build them that way in orbit.
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It would give a different purpose to kerbal xp if they could do simple flights on their own. say, you do the flight yourself to 'prove' it. then you get the cost and time needed to do it, then you can order the mission with out needing to do it yourself. might be doable for ships in a local orbit but anything beyond that and you get into issues with launch windows making the trip take more or less time. not sure if this is a good or bad idea.
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For factories and assembly shipyards, I actually dont think they are realistic. The amount of infrastructure needed to mine, refine, and manufacture rocket parts is so massive that you would need thousands of kerbals in every step of the process. I know you can game logic it but still, seems unrealistic and the devs just said refueling in space, not other resources. That all being said, id be fine with part reassembly. Using only the parts you have launched and docked with said Shipyard, you can build new craft with them. That is much more realistic in the game sense since you can wave your hand at magic space welding. Same with a planetary launchpad, get within a realistic range and hit the recover option and suddenly that launchpad gets the parts to build something new. Struts and fuel lines i can see being free bits.
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I see the first admin building as a modified outhouse. Some of those early budgets sure would be tough to 'stomach'. @Darnok I didnt think the part and cost limits were a bad idea, but after some thinking I actually agree. Available funds would already limit those things so why add such a useless limitation? Weight, height, and width are better limits.
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Science boost, maybe refuelling boost of some sort once they do something with that. comms range if thats ever an issue. sanity vs time in space. the problem with ship boosts is that they wouldnt just fix up one ship just because that pilot is on it and not everyone else. maybe they will restrict who can preform the science experiments and you need to have a skilled kerbal to run the materials lab or whatever. not saying thats a good thing.
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how long has the option for 24hour days and 365 days a year been an option in Kerbal. is it new?
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getting the low res textures as well, on steam.
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Steam updated it but its still showing 24.2 when i run it
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What 0.25 Difficulty Settings will you use?
JimmyAgent007 replied to JedTech's topic in KSP1 Discussion
i will keep revert enabled for testing designs, (in case i forget solar panels, making sure stages work in order, the rocket actually lifts) and save games based on the honor system. the rest will be turned off. not sure on the sliders yet. -
Red Tape On The Runway