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more buildings to the space center


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I spent a lot of times the space center, going from here to there. but every time I saw the little space center is interactive, especially in the sandbox mode, so I suggest some useful buildings.

University / school: is a building located near administration, if selected this place, get a menu explains all aspects of the game (orbits, nodes maneuvers, and all aspects of the game)

Museum of samples: here all samples collected on other planets, the samples vary in appearance despite coming from the same planet shown, because they are of different biomes.

exhibition of historical landers: landers here is that the player has landed elsewhere, also here can be seen as the lander has land / dust where it came from, besides the lander statistics are displayed along with the name and date of landing . The building is located on the side of the runway near the building of mission control.

File Repository: The building is located next to the administration building.

Here you can create a track a rocket where, for example, choose to follow the rocket "Star-r1" for certain needs, i need to modify a rocket in two versions, one version to operate in an atmosphere, and another version to load heavy things.

in the archives I can see the original version of the rocket and the variants.

so I can also launch either of the two versions or the original one.

Here I can also see how was the previous version of the rocket line with the name "Star" because the circumstances forced me to change almost completely the rocket, and for some reason I wanted to return to the previous version of the rocket,

Or simply to see how the Star I is different from the Star II.

files can help maintain order ....

<Mission control>

mission planning room:

in this room apart all the mission maneuvers are planned in advance, here you can plan from the ascent, gravity turn, circularization, and any standard orbital maneuver. Here also, you can determine the position of a planet at a given time, and also how long it takes a ship to go from one point of the orbit to another, this being useful for example in the following case:

Use a distant planet to reach another for less DeltaV, but it is unknown if the second planet will be in the right place by the vast distances, from this place one can calculate the position of the target planet.

Also here you can specify the time spent on a planet, for example to land a lander on the moon, be some time, (then be notified at the right time) to take off and meet with a space station.

everything to ensure a successful mission.

in long story made short, here All maneuvers planned, time spent in planets, and encounters with other ships. all actions can be combined.

any building you think is useful let me know, so add it to the list.

Edited by Shark4558
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I like the University idea. Upgrades to it should give all newly hired Kerbals 1 star of experience per upgrade (starting at 0 for tier 1). It should go from Community College to University to Ivy League.

The others sound like buildings for the sake of buildings which I am against. They need to have more of a function IMO. Viewing samples for example. Exhibition of landers, you can load save files-, same for File repository.

Edited by Alshain
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As said above most of the buildings are for the sake of buildings. The University could be removed from being an actual building to being an actual menu that can be pulled in game to help a player.

Very much so like how games are started with pop-ups telling you how to do stuff.

I think its more helpful to have a help device in EVERY context, rather than just a place to learn stuff. You can easily go there, learn something and try to go back to the game to apply it and forget.

The File repository should be pulled into how the VAB and SPH work in general. I dis-like the idea of categorizing ship as actual types. Since I can name ships what ever I want, and make them 100% different, even if they have a similar name. A manual more customizable version would be to allow players more control over how they save their crafts. Allowing them to create folders would keep things organized in any fashion a player chooses. Throw in a good search, combine VAB, SPH craft files and possible info dialogs on each craft and we would get a much more intuitive load/save than can help players stay organize and just be better than the current scroll-click-name system we have now.

You could save your crafts in a folder for their type, but different versions in that folder. Sort by date/partc ount/crew ammount ETC to make searches quicker

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I'm having trouble describing it I guess. I like having the idea of a single building for browsing tutorials, maybe even launch a tutorial from within the game, if possible, but even just text data would be good. That serves a function. It also needs some upgrade advantage to fit in with the rest of the buildings, which I provided for University (leveling up Kerbal after Kerbal gets tedious in late game, so it's kind of needed).

But, each of the existing buildings has a functional purpose, as would your University. Opening a building like the museum to look a pre-rendered pieces of digital rock isn't very functional. It would just be filler, you could add them for decoration like the flag pole or the fuel tanks, but having a scene for something non-functional would take a lot of development time that each player would go look at once and then never again. Realistically this exists in the science archives in the R&D building and it serves it's purpose there. Maybe you could separate the science archives screen into it's own museum building, but then what would it's upgrade function be?

I'm not trying to totally blast the idea. I'd love to just see some new decorative buildings all over the planet (like PlanetSide for example). All I'm saying is in order to add a KSC 'Scene building', it needs to have some rather dedicated and elaborate function.

Edited by Alshain
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The university may not be needed depending on what the KSPedia thing turns out to be. I've gathered that KSPedia is like an in game wiki which would probably have guides and explanations as part of it.

Instead of a museum, I would just rather have tab somewhere (probably like the science archive one in the R&D building) that can show me the entire history of my space program as a timeline showing all of my flights/launches, milestone achievements, etc. It could have links to load vessels in the VAB/SPH (assuming you didn't delete them). It could have links to completed contracts. It could optionally show graphs for funds/rep/science earned and spent. It could show mission history for kerbals and the experience they gained.

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My thoughts on the suggestions:

University/school

The name "Training Facility" would be much more appropriate than "university" or "school", and the new building could simply open up Mu's KSPedia system, that covers topics from basic gameplay controls to rocket design and flight operations.

Upgrading the Training Facility should merely change the appearance of the building, while the contents of the KSPedia remain the same.

Museum(s)

A fairly frequent suggestion.

Personally, I'd combine the samples and landers exhibitions into a "Visitor Complex", with separate halls for the following:

- Hall of Samples / artefacts: display cases containing samples collected through gameplay (e.g. a piece of Mun rock, an beaker of liquid from Laythe's oceans, a vial of gas from Eve's atmosphere)

- Hall of Spacecraft: miniature 3D models of rockets, landers and other spacecraft generated from craft files for the current savegame. The player should be able to pick and choose which crafts to display, and if a craft is invalid (missing mod parts / deleted), it could either be automatically replaced with another available craft, or the player prompted to replace the exhibit.

- Hall of Fame: KSP's savegame files currently records but does not display various achievements (e.g. first in space, highest orbit, first to land on X celestial body). This hall can simply have a series of plaques displaying the various achievements in text form.

Upgrading the Visitor Complex would change its external appearance in the Space Center scene, the internal backdrop (from a shed-like hangar in lower tiers to a high-tech facility in higher tiers) and increase the number of sample/craft/achievements that can be displayed concurrently.

Other possible enhancements include:

- Perhaps the Visitor Complex could only be explored by controlling a visitor Kerbal the same way one controls Kerbals on EVA, as they walk around and examine the exhibits. The appearance of the player avatar Kerbal (gender, clothes etc) would be randomized for each visitor, as are the appearance of other visitors and museum staff. The other Kerbals would be in the background, remaining stationary other than the occassional idle animation.

- A way to tie the Visitor Complex to gameplay even further would be (simplified) management of museum exhibits / policies. Rotating exhibits frequently and offering various amenities would allow the player to earn some funds and reputation periodically, while neglecting to maintain your museum would gradually reduce the amount of funds per period and eventually cause reputation decay.

"File Repository"

I have mixed feelings about this.

Having some sort of version control for craft files could be (nominally) useful, but I have the feeling that the complexity involved would be beyond most players.

Even if this was implemented, I'd probably prefer to see this feature integrated into the VAB/SPH than being spun off into its own building.

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In response to your latest addition to the OP:

I think it makes perfect sense for the Mission Control building to be used for mission and trajectory planning as suggested. Viewing and accepting contracts should be moved instead to the admin building.

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I'd love to see the buildings with the functions like Sumghai suggests. I'd love for some kind of function where we'd be able to choose, if we wished, to upload our visitors' center so that other people could view it online, but I realize that would come with several technical hurdles and not be something on which the dev team would devote many (or any) resources.

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Not bad suggestions... Tho I think they need a bit of polish.

Hmm, some way of seeing the logs of every flight would be pretty nice imho.

Uhm, personally I think I'd like to see production times or something akin to it, in career mode. "Instant turnaround times on spaceplanes" and "instant rockets"... Does seem a little meh... Some upgradeable buildings that can increase production or speed up turnaround times, would be nice. Could be another way of differentiating rockets vs. spaceplanes.

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