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Everything posted by Algiark
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Better part selection UI
Algiark replied to Algiark's topic in KSP1 Suggestions & Development Discussion
The filter extensions mod does that, although I feel simply right-clicking and picking a size variant is still more intuitive than that. -
I seem to recall that a long time ago, someone suggested a simplified part selection UI. The gist is that instead of having to pick from tens of different but similar-looking fuel tanks, you just pick any fuel tank, right click on it, pick the length and radial size, and the part changes accordingly. Kind of like tweakscale, but the part actually switches to another part instead of simply altering the size of part. It's also not procedural parts, because it uses the parts already in the game. Now that part variants are a thing, I think this is not too far off. It could be like that, but with size instead of color. This could really save some time when designing a rocket.
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Are there mods to add more aspects to KSP's management? I feel like the budget system in KSP was just tacked on and never fully explored, and I hope some mods could change that.
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I'm having this trouble too, help?
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Fade in/fade out on scene changes
Algiark replied to Algiark's topic in KSP1 Suggestions & Development Discussion
How much resource can a simple fade in/out take, anyway? -
Let's say space travel has become so common and cheap, the average Joe/Jane can just buy a spaceship. If you were to participate in an underground orbital obstacle course, how would you trick out your vintage 1986 Soyuz to make it 400% cooler while still maintaining performance?
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1. Can airlock and docking port be a single part? 2. How good is a grappling hook gun to move around in space? 3. Why don't spacesuits have a flexible neck? 4. Why is the ISS made of cylinder shapes, instead of boxes? 5. How far can you get from the sun until solar panels aren't practical anymore? 6. And what determines the practicality of solar panels? 7. Related to the ISS question, why do realistic spaceship concepts look... the way they do? Long pipes with stuff attached to it?
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Let's say that asteroid mining gets big and it's gold rush all over again. Lots of people, individuals and corporations, set out to make a fortune in the asteroid belt. People live there and work there for a significant amount of time. They need vehicles to get from place to place. And it's cheaper to make spaceships using materials mined from asteroids. Assuming the technology used in making it is not too far from today's technology, how would such spaceship look like? (And please don't say "it's all going to be automated anyway so why do you need people working in space.")
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What if... KSP goes The Sims route? The base game is there, rough and ready to play, but instead of updates, you purchase expansion packs, which is essentially standalone major updates with a bunch of thematic new features. Want robust life support with all the part that comes with it? There's an expansion pack for that! A story mode with FMV, 100+ characters, and Kojima-level of dialogue? There's also an expansion pack for that! Want to design your own KSC building and decide where to assign each one of your kerbal staff? Another expansion pack! You can just install one or a few, or you can install all of them!
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How would you monetize it? Which stuff are free and which stuff players have to spend money on? What would the game do to incentivize players to get other people to play it (apart from good reviews)? How would spending money make the game easier? Is there a grinding mechanic that players can bypass by spending money? How can the game get players to compete with each other? Is there some sort of leaderboard? What does it track? Etc.
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Also, wouldn't it be funny if a mod makes Kerbin the center of the system (Kerbin system?) with the sun and other planets orbiting Kerbin?
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On the ground, the closer you get to the edge, the steeper it would be, to the point where it feels like you're climbing vertically. And think about Kerbinrise from the Mun! It would be like watching a coin flip in very slow motion, depending on the orientation. While we're at it, why not a ringworld Kerbin?
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There's a video by Vsauce illustrating how the physics would work if the earth is simply flat: I don't know if it's even possible to change Kerbin's shape in the game, but I thought it would be funny to try launch your ship and orbit a flat Kerbin. Heck, just navigating Kerbin on the surface would be pretty goofy.
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Just wondering, what use does the patrol function has, apart from looking cool?
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Phantom Pain-style staff management
Algiark replied to Algiark's topic in KSP1 Suggestions & Development Discussion
...How could I have not seen this. Anyway, the game's great, you should look it up. If you have a PSP, you could also try MGS: Peace Walker, which has similar staff management. Here's a video introducing how the whole system works (just replace "Mother Base" with "Kerbal Space Center" and you get the idea.) -
Phantom Pain-style staff management
Algiark replied to Algiark's topic in KSP1 Suggestions & Development Discussion
No replies? I thought the Phantom Pain system is the Arkham Combat of management - it's simple yet versatile, proven to work (at least in my experience), and perhaps easy to copy. I know I might not see this kind of gameplay mechanic in a near future update, or ever, but I think at least this can make a good discussion... -
Just some thought that crossed my mind while playing MGSV. Not really a serious suggestion, just something that I want to share. What if KSP uses a staff management style similar to MGSV? MGSV deals with having to manage a large a number of staff despite not being a management simulation game, and I think KSP can use it as a model for its staff management aspect of the gameplay. Each kerbal have an innate skill in Construction, Research, Charisma, and Observation, in addition to their default roles as Pilot, Engineer, and Scientist. Construction skill determines the the capabilities of rocket building. The more high-skilled kerbals you have, the bigger the rocket you can build (until you hit a roadblock and have to upgrade the facility). Can be assigned to VAB/SPH. Research skill determines the capabilities of R&D. To research certain tech nodes and/or parts, your space program's accumulative Research skill must reach a certain point (provided you have enough Science). Certain parts need high enough cumulative Construction or Observation skills to be researched. Can be assigned to R&D Facility. Observation skill determines the information you can gather and process from planetary bodies. Better observation skills means you can unlock better maneuver node planning similar to MechJeb, and unlocks more science experiments for you to do. Can be assigned to Tracking Station. Charisma skill determines the reputation gains of your space program, and helps unlocking new contracts. More kerbals with higher charisma means better contracts, bigger reputation bonuses, and attracting better kerbals. Can be assigned to Mission Control. You start with the first 4 kerbonauts (Jeb, Bill, Bob, and Val) plus the non-kerbonaut ones (Wernher, Gene, Walt, and Gus), which all have a high stat in certain skills. You don't have any other staff, so you have to assign them to build, research, and observe themselves. As you complete contracts and gain reputation, low-skilled kerbals will come to work for you, and you can assign them to various facilities. You might want to assign kerbals to facilities that best suits their skills, or maybe you want to focus on a specific facility, so you assign more kerbals to that facility. Some of the staff may have high enough Pilot/Engineer/Scientist level that you can consider sending them on a mission instead of working at a facility. As you gain reputation, more high-skilled kerbals will come to your space program. Your space program has a limit, so at a certain point you have to fire the low-skilled kerbals, or upgrade the facilities to give them more place to work. Occasionally, you will have an opportunity to hire an exceptionally-skilled kerbal, and it's up to you whether to go for it or not. Some special parts may even need you to hire a specific kerbal (an expert in making that part?) to enable you to unlock it. What do you think?
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Algiark replied to tgruetzm's topic in KSP1 Mod Releases
Sooo... 1.1 is out. When will this get an update? I really like Snacks... -
I tried playing with Kerbal Construction Time, but it feels too daunting to me. Is there a similar mod like it but simpler/more casual, like Snacks or AntennaRange?