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Showing results for tags 'communications network'.
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It's another controversial topic, but I know everyone is open to discussions, ideas and suggestions. So let's just assume that KSP2 will have a simple visual programming language like Vizzy in SR2 that also plays well with the Journey Planner. I think this would allow adding a feature (stock or as a dificulty setting) that would make the game even more interesting: (manned craft or ground support = command stations <-> unmanned craft) communication delayed by the light-speed limit of causality. Let's have an open mind and think about it. Manned craft would be controlled in real-time as usual, but it would take some time for scientific results to be transmitted to the network of colonies. This has a small impact on tech progression if experiments would also take time to run as implemented in Kerbalism. Besides, we can always time warp to get the science points. Manned craft would be even more important because they could allow the control of probes in proximity: this is motivation to create space stations, colonies closer to unmanned mission destinations. Unmanned craft would be pre-programmed, re-programmable and remotely controlled with distance-proportional-delay and using limited information (using data from hull cameras, telemetry, sensors, science and other instruments). This could also mean implementing a Probe Control Center, like an instruments deck similar to IVA view. Previous point means also that early in the tech tree only manned craft would be able to see a direct close-up real-time interactive detailed view of celestial bodies. So there would be a bigger motivation to send actual exploration crew and would ensure gradual discovery of celestial bodies. Unmanned craft would be useful but limited, dispensable, even launch-and-forget - not as important as manned missions. This means a faster rhythm of craft iteration and discovery. It really ties in nicely with reusable craft, logistics automation, and delivery routes system. I think the game would have a lot to gain from giving the player learning experiences: "I hope I did a good job and everything works, because it's out of my real-time control now - I just get the instruments info and watch the show" "I messed up the programming, but I will learn from the mistake and do better next launch" (just read how hard it was to send successful missions to Mars) "I learned basic programming" "I found a mistake during the mission, I can't control the probe in real-time, but I can update the software" "I need to send crew to be able to control in-proximity probes in real-time" "99% of the work is in design and testing - after launch we hope for the best" And I'm sure there would be a lot of interesting variation and emergent gameplay from this. Long live RemoteTech! Unleash it with visual programming!
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so which do you like more? the stock Comnet or Remote Tech, i like Remote Tech more because it just, i just like it better, but i barely play with a communications network anyways so eh..
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- comnet
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Problem: In map-view lines are shown between all your Communications Network connections. These lines become more opaque(see through) as the signal strength decreases. Even though there is a sufficient connect the lines become invisible when over the dark starry background. Solution: Either completely remove opacity, keeping only the green to red scale for signal strength or significantly increase its minimal opacity. Maybe also adjust colors. I would really like to see this small UI improvement made to the Communications Network signal strength lines in map-view. I'm looking for someone to either just take my idea and make it or help me in making it myself. My programming skills are pretty vague, Visual Studio 2015 is all set up and the .dlls are imported and I'm aware of https://kerbalspaceprogram.com/api/annotated.html but I have no idea what classes to use or where the opacity variables are. I'll continue to try; any help or suggestions are appreciated.
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- communications network
- signal strength
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