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Squadcast Summary (2015-03-28) - Back With A Bang Edition!


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Wait what is Val's occupation? I assume she is the second pilot, but I could be wrong.

Also since she is an official oragne suit, there MUST be a 4 man command pod outside of the MK3. Gotta make it happen squad lol. Make the new one have a buncha new gizmos and gadgets. Can't leave Valentina on her own!

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Wait what is Val's occupation? I assume she is the second pilot, but I could be wrong.

Also since she is an official oragne suit, there MUST be a 4 man command pod outside of the MK3. Gotta make it happen squad lol. Make the new one have a buncha new gizmos and gadgets. Can't leave Valentina on her own!

Would love a stock 4 man pod now Valentina is here! :-)

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Buzz Kerman is actually already in the game, he pops up from time to time. :) We used to have Neil too, but he was removed after the real Neil passed away, because it was considered bad taste to have a kerbal (that are often considered quite expendable by many people) to be named after him at that point.

Not to mention there's a flippin' big monument to the guy, and I presume to Apollo 11, on Mün. That is, if you can find it.

5rCmdWy.jpg

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Ore as a name for fuel is actually not that weird I think. Also, it has been done in other instances such as the battlestar Galactica series where fuel would be refined from mined Tylium ore. I just imagine it to be a similar concept.

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Yup, it was picked because it was super generic, fits in with the other resources/currencies (liquidfuel, funds, science, etc.) And quite simply, represents rocks that contain useful stuff (especially since ore is an economic term not a geological one).

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Does anyone know if Val is a fixed character like Jeb Bill and Bob who will appear in every game or is Val the name for the female Kerbal model and the game will contain randomly named female kerbals?

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They have confirmed (can't remember where I read it, but probably dev notes) that there will be randomly-named female kerbals in the same way there are male ones.

I believe (but I don't recall seeing anything clearly stating) that Valentina will be a consistent character in the same way that Jeb, Bill, and Bob are.

I have seen nothing about whether there will be a consistent female character for each profession (Val, Willa, and Roberta??)

Edited by AlexinTokyo
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Does anyone know if Val is a fixed character like Jeb Bill and Bob who will appear in every game or is Val the name for the female Kerbal model and the game will contain randomly named female kerbals?

The fact that she has an orange jumpsuit would have made that obvious.

Also, one thing that hasn't been mentioned is how RoverDude has absolutely fallen in love with how you can manipulate the fairings with the mouse. Sounds like the fairings would be awesome.

Yup, it was picked because it was super generic, fits in with the other resources/currencies (liquidfuel, funds, science, etc.) And quite simply, represents rocks that contain useful stuff (especially since ore is an economic term not a geological one).

Won't that come into conflict with the ore that is already in the CRP? Unless you have something planned in mind for that one.

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Won't that come into conflict with the ore that is already in the CRP? Unless you have something planned in mind for that one.

Internally, it could be named Ore1, or Resource_ore, or Flapdoodle. But from a UI perspective it'd be annoying to have two "ore" resources. Of course, the modders could just change the name of the stock Ore to something else. I suggest Karbonite ;)

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Not much info about fairings, maybe something next week. The way you build them with your mouse is incredible, RoverDude is in love with it.

The way you build them with your mouse is incredible,

build them with your mouse

mouse

No. Please, no. This is the same problem that Procedural Dynamics has. The same problem that the tweakables have. The same problem the maneuver nodes have. The same problem that the rotation and offset gizmos have.

It is incredibly difficult to make precise and accurate adjustments with a mouse.

This is a consistent problem throughout the KSP UI. Please, Squad, abandon your absurd love of mouse input, and give us some fields for keyboard input. Giving precise inputs is exactly what keyboards are designed for!

(Even better would be fairings that automatically fit themselves to the payload. Or, even better, combining that with manual shape control with keyboard input.)

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No. Please, no. This is the same problem that Procedural Dynamics has. The same problem that the tweakables have. The same problem the maneuver nodes have. The same problem that the rotation and offset gizmos have.

It is incredibly difficult to make precise and accurate adjustments with a mouse.

This is a consistent problem throughout the KSP UI. Please, Squad, abandon your absurd love of mouse input, and give us some fields for keyboard input. Giving precise inputs is exactly what keyboards are designed for!

(Even better would be fairings that automatically fit themselves to the payload. Or, even better, combining that with manual shape control with keyboard input.)

The thing that would be PERFECT is how the Procedural Parts is handled right now

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No. Please, no. This is the same problem that Procedural Dynamics has. The same problem that the tweakables have. The same problem the maneuver nodes have. The same problem that the rotation and offset gizmos have.

It is incredibly difficult to make precise and accurate adjustments with a mouse.

This is a consistent problem throughout the KSP UI. Please, Squad, abandon your absurd love of mouse input, and give us some fields for keyboard input. Giving precise inputs is exactly what keyboards are designed for!

(Even better would be fairings that automatically fit themselves to the payload. Or, even better, combining that with manual shape control with keyboard input.)

I forget the EXACT wording, but Maxmaps (or maybe Kasper) said something about falling in love with the new stock fairings. I may be wrong on the specifics, but someone definetly said that RoverDude fell in love with the new stock fairings.

We'll just have to see how this mouse control works when 1.0 comes out, and I agree on the precise adjustments.

Edited by smjjames
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Rover can you tell us how stock will be complex compared to Karbonite?

Very comparable.

(Edit)

Although Karbonite does not have any visualizations (other than SCANSat/MapResource Overlay). As you can see by now though, there will be stock visualizations.

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Very comparable.

(Edit)

Although Karbonite does not have any visualizations (other than SCANSat/MapResource Overlay). As you can see by now though, there will be stock visualizations.

Thanks! I'm really really happy to see that the "stock version" will not be over-simplified! :)

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Some name from the old resource chart would have been nice. "Propelium" foir instance.

Speaking of which, I fully expect modders to reproduce the old resource chart faithfully in a mod. I'm sure 2, 3.2 and 6.4 scale RSS users will appreciate this most, due to the kerbalized names, but a system merely using real names would be nice for Realism Overhaul RSS users.

lGlWdyn.png

Edited by GregroxMun
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Some name from the old resource chart would have been nice. "Propelium" foir instance.

Speaking of which, I fully expect modders to reproduce the old resource chart faithfully in a mod. I'm sure 2, 3.2 and 6.4 scale RSS users will appreciate this most, due to the kerbalized names, but a system merely using real names would be nice for Realism Overhaul RSS users.

http://i.imgur.com/lGlWdyn.png

Oh man, I was wondering what happened to that thing. I had almost started to think that I had imagined it.

It would be nice to see it implemented, even if only as a mod.

Edit: Thinking about it, I might actually try doing it myself. I mean, I already know C# and Unity, so it can't be that hard, can it? Especially if the stock resource system is as extensible as it's claimed it will be. If anyone has any info on how the original resource system was supposed to work (densities, concentrations, etc...) I could probably start some preliminary work on it now.

Edited by GreenWolf
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Graphic enhancements refer to the different visualizations Max has already shown. Basically the upcoming stock scanners.

And Ore is a pretty good word that describes 'a rock that has valuable stuff in it'. Anything else is too specific. Probably your closest analogue on that chart is 'dirt' - and the only difference between ore and dirt is that ore can have the good stuff economically extracted, and dirt is the stuff we've not yet figured out how to get the good stuff out of.

And I expect someone will do a re-implementation of the old resource flow soon after 1.0 ;) Tho it would surprise me if the RSS/RO folks went that route (I expect they'd replace everything with real elements, etc.)

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