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Andrew Hansen

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    YouTuber, KSP Fanatic

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  1. Hello. Will you continue with your channel? I really like it.

  2. Obviously, the apoapsis and periapsis simply need to freeze their positions when a certain degree of accuracy is achieved. You don't want to suddenly lose your information of how high the orbit is, but you also don't want flickering, so freezing the orbital nodes makes sense to me.
  3. I posted part 2 of my playthrough of career mode on the hardest settings possible.
  4. This reminds me... You know how the junior docking port mentions that Kerbals can't fit through it? That should be removed, seeing as Kerbals actually can squeeze through any docking ports or tiny connections. Unless of course that changes (which would be awesome). The same rules used for fuel flow could be used for Kerbals, and each part could have a value that says whether or not they could be passed through by Kerbals. Fuel tanks shouldn't have that ability (or maybe they could, but only when empty), but structural fuselages and various other structural pieces could.
  5. Obviously, SQUAD can't have a 100% rock-solid list of exactly what they're going to add before each release. As they'v stated in their blog post, they would need a time machine for that! Previously, when they unveiled features that had to be cancelled, the community would enter an uproar. So it's much better what they're doing now. That said, the list they have is impressive. Saying that they're going to release multiplayer after 1.0? Woah! Of course, this is a bit more understandable because they must have already made some headway on that, since they've had a developer working on multiplayer for a while, and they also have evidence from a mod that it's possible. Resources and better aerodynamics are a bit different, because they haven't been able to work on them much, if at all. And yet, the list they currently have is doable. If they add too many items to the list, some things may have to be erased later on, which nobody likes. Anyway, I've been really impressed by SQUAD's awesome devnotes recently, and while it's nice to have surprises sometimes, it's also nice to know exactly what's going on other times. Squad could just do what B9 Aerospace does and allow you to swap textures with Tweakables. You could right-click on any Mk2 fuselage part, and select from the default, current textures, or the ones with heat shields. I think this would extremely good for minimizing the quantity of parts in the editors too.
  6. I'm quite excited about the official confirmations (well sort of, with disclaimers of course) that we're going to have resources and better aerodynamics after 0.90.0, but I'm a bit concerned that this may be happening a little too early. I mean, beta means that the core systems are already in place, and that new content can be developed for those systems. However, resources and better aerodynamics would require a lot of new code to implement, and there's no placeholder systems in KSP for them at the moment (for aerodynamics there is, but new aerodynamics will require a total rewrite). There's also other things that will hopefully get implemented that have no placeholder systems (or require complete rewrites) currently in the game, such as life support, water physics, clouds and enhanced visuals, weather, and of course multiplayer. If beta actually means that the core systems are all in place already, then that's bad news and means we won't be getting much of the above mentioned things (besides the officially mentioned multiplayer, resources, and aerodynamics). I'm perfectly fine with KSP entering beta, and I honestly think that it's stable enough to be considered beta, but I don't believe that development should stop for core systems. Of course, even if development does stop for core systems, we have lots of mods to choose from already and KSP has been so worth it to buy, so I'm not missing out on anything. It would just be nice to know that core development hasn't yet ceased.
  7. It used to be that when you hit the atmosphere at super high velocities in very early versions of KSP, different parts had different values for drag, and would often collide into each other and cause explosions. I think they made most parts have equal drag values to stop that from happening.
  8. I want to echo what Boomerang said above. I've been ignoring Career mode until now, but with the new difficulty options, I've been having a lot of fun playing on the hardest settings possible.
  9. Well obviously, you can't let the game override your life and drive you insane, but going cold turkey? How about you just better manage your time on it and tell yourself to quit when it's time.
  10. Navball Docking Alignment Indicator. This mod/feature would be the simplest to implement, so I'm putting it first even though I think that better aerodynamics is more important. Also, please go ahead and make a strawpoll! I think you have plenty of suggestions now.
  11. No, you didn't miss the mark! Your video was fantastic. You just need it to be showcased in a Video Wednesdays to give it a headstart on the views. Send it in to Rowsdower and ask for it to be showcased. You should also have posted this thread in the KSP Fanworks thread, since it's more of a special work of art rather than a livestream or easy-to-make video. Ask for it to be moved in this thread.
  12. I think rather than having asteroids randomly smashing into KSC, after you decide to TRACK an asteroid, and IF it's on a collision course with Kerbin, you could have a contract to redirect it. The idea of deformable terrain and impact craters seems quite easy to implement to me, since destructible buildings have already been added - and it would also be useful if you crashed a rocket into the Mun or something. The main problem with having asteroids randomly crashing into Kerbin is that when you're on a trip to Eeloo or you're doing a grand tour, lots of time passes and lots of asteroids would have crashed into Kerbin.
  13. @Murph, I disagree with you. Having two different spaceplane part sizes for carrying 1.25m payloads makes no sense. Everyone would just use Mk3 sizes and never use Mk2 if that were the case. Mk3 should be for 2.5m payloads, since Mk2 already works quite well for 1.25m payloads. Yes, you can't radially attach a lot of things to payloads in the current Mk2 cargo bays, but creating a whole new category of larger parts just to fix that problem is insane. The real solution would be to simply make Mk2 cargo bays a little bit larger. In case you didn't know, other mods that have had 1.25m payloads in Mk2 parts have acted the same way as Spaceplane+, without having much room for radially attachable parts.
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