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Everything posted by Draemora
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I like to pretend that at some point it will be viable to have multiplayer battles in space with BD armory so I keep designing and tweaking ships to have more armor and firepower with relatively small part counts. As for what I did today... I built a 100t long range laser cruiser and tested it against a heavily armoured 50t destroyer. Cruiser wins at 1.5K+ metres while the destroyer wrecks the cruiser inside that range.
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Do you feel KSP is ready for 1.0?
Draemora replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
Imo, squad should make one more final optimisation/bug check with all of the new features being added. -
Agree with Vanamonde.
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Lazy and bad design is not revolutionary.
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And less precise sas/rcs would screw with new players at the start when they need it the most.
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Because a generic 5% boost to thrust is SOOO much more exciting, new, and revolutionary.
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It's a physics simulator sandbox according to steam classification. It has more simulator elements than game elements.
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Why don't you perform a good experiment and try to publish the results?
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He even put a sarcasm disclaimer man! lol The "citation needed" bit hints at his statement being a classical assumption that's seldom verified as well.
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Didn't know KSP was an RPG. Steam tags it as space, physics, simulation, science, and sandbox. Apparently they also have a history system now. Not killing your kerbals with cool achievements is an incentive. Honestly, nothing is better than arbitrary increases to thrust or ISP. It's boring, at its weakest it's unnoticeable, and at its strongest it messes with the physics and simulation aspects of the game.
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Gimping SAS for new players and new careers seems shaky to me. Or I can put a probe under my capsule and get both. lol
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Exactly. That's why the system is dubious in the first place.
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This makes the game intentionally harder for noobies.
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It's good for the basics. What is DV, why you burn sideways and not up, how to get to other bodies, orbital speed not depending on mass, etc. It's a great hand-on tool to FEEL these things. Nevertheless, it doesn't model gravity properly. For example, the planets are on rails, Lagrange points don't exist, the aerodynamics are really shoddy, etc.
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Kerbal history should stick in sandbox. It's a cute little detail for those of us who prefer it. Now, if you change ISP through Kerbal exp, that would change the "max." That sort exemplifies the weirdness of this. A good discriminant could be whether or not you would have to alter something in sandbox to keep a part as maxed relative to career mode with a certain Kerbal in command.
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That makes me a little happier regarding Kerbal exp. Also, how would this affect sandbox mode?
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Will they have a history section or something showing what they have accomplished, what they have done, etc? Imo, that's much more interesting than a X% buff to Y.
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As of now, they would be altering that. We would be perfectly content with reputation, science, or funding changes.
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And huge part of the community is centred around sharing ships and learning how to do manoeuvres under certain conditions. Suddenly, Scott Manly can make rockets with 5% less fuel because his Jeb is better.
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Modifying part performance is honestly uninteresting and would directly alter how ships are shared and behave. As mentioned before, "you would need a lvl 5 kerbal to make this rocket go to Duna" or w/e. Imo, Kerbal experience shouldn't alter gameplay unless automation is involved.
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Honestly, for now, I think they should just stick to flair and mission history. Have them have a profile with little reward ribbons or patches like... "made it to orbit," "survived a crash," "landed on the Mun," etc. This is much more memorable and more interesting than a tiered 1% boost to ISP per level. ...Also, LESS GAME BREAKING. You could increase the crash tolerance of the Kerbal itself! hahaha
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Gonna stack ISP Kerbals on my launch stages instead of SRBs.
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Interest in a War Game Using Bahumuto Weapons
Draemora replied to Draemora's topic in KSP1 Mods Discussions
Wouldn't it be for the best if we waited until DMP was updated to .25? Either way, I was thinking of having it be a game were at most 3-4 people would be online at the same time. As for mods, I was thinking that Bahamuto's Weapons, DMP, PFairings, and probably Alarm Clock would be the only ones that are really required. I've heard of the texture reduction packs, but idk how well they work - so more information on that would be nice. I'll try to set up a server in the next few days, but I need volunteers to test this sort of stuff. -
Interest in a War Game Using Bahumuto Weapons
Draemora replied to Draemora's topic in KSP1 Mods Discussions
DMP would be stable for war (at least space battles) if the vessels are kept to minimum part counts, hence why stock weaponry would be really counter-productive. I'm not sure if anyone has tested Bahamuto's weapons on DMP, I couldn't find any videos of it. -
Just asking to see if anyone would be interested in a war game using minimal mods and mainly featuring Bahamuto's Weapons and DMP.