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Am I the only one...


Colonel_Panic

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I use quick save because of the times when my craft explodes and it isn't my fault. Check the map in mid burn and switch back to a fiery explosion. Reload and I'm back cruising to Laythe without a problem. If there comes a time when all spontaneous explosions stop, then I would probably use it much less. Also on my old computer I got used to using it because KSP would crash every 20 minutes.

Not your fault? Someone else built the explodey ships?

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I use it, but only for weird obsessive things. For example, my ComSats have no propulsion of their own, but sometimes undocking will give them enough push to put them into an orbit that doesn't end in an even number... if that happens then I quickload and launch them in a slightly different direction.

Yes is know it's sad. :wink:

If I'm doing anything on a planet or in rendezvous then I only quickload if I do something silly like stop throttling because I changed music track (I have my shortcut for WinAmp to play the next track set as Ctrl+Alt+. which can mean that if I haphazardly change song then the throttle gets dropped). If I mess up a landing or smash into the space station and damage something then I leave it, though; I find rescue missions to be easily one of the most fun parts of the game.

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See, I view the game as a hardcore space simulator. Space is hard. The goal of space, is to not **** up, because you're millions of miles away and can't just put it into drydock to fix it. You have to be prepared, have redundancies, and the patience to do things right the first time. ****ups during a mission will sometimes end it prematurely, and are often a sign of insufficient planning. To me if I'm playing the game right, some hours in I'm going "DON'T **** THIS UP. DON'T **** THIS UP..." and usually I don't.

Now if I forget to add a parachute, or my lifter explodes during orbital maneuvers, that's my own damn fault. They do provide a restart mission button.

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For stuff like aerobraking I think it is fair to use it because it’s often a hit or a miss, and I’ll be damned to actually work out the necessary equations to calculate where I need to be.

I also used it extensively while flying my Mun base to the Mun, mainly because it lagged so much that the process of flying it over was completely unfun, and I definitely did not want to do it again. I had to rage quit a few times as it was, and that was with quicksave, nevermind without it.

Otherwise, I don’t really use it, it adds to the tension. I currently have a fuel tank on its way to Duna because I used up way more fuel than I needed to on the descent. I could have just reloaded a quicksave, but turning it into a rescue mission is much more fun.

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Not your fault? Someone else built the explodey ships?

You should watch Scott Manlys Reusable space program. There was one point where his stuff would randomly explode for no reason. I have also had landers that exploded after I landed them, while I was on eva, after 5 minutes being perfectly fine sitting there. The game has moments where it just blows stuff up. Has nothing to do with design.

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I constantly quicksave, but generally speaking if something goes wrong I either handle it or accept the consequences; it's just useful to quicksave incase something completely beyond my control happens, like a bug or crash. Losing a few hours of work because I screwed up my landing is fine, losing it because my power goes out, for example, is not.

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You play it your way, i'll play it my way.

For example, I use quicksave every now and then if I've spent 5 hours doing something. I also never use any MODs. But that's my choice and now one can tell me otherwise.

Same here. If I spend hours trying to dock and at the last moment there's a big crash and everything turns into debris, that's not how I want to enjoy the game. However, there are also games like FTL where there is no such option on purpose. If that's part of the game design on purpose, I totally accept that. FTL is set up in a way that doing another run through takes effort but not more than an hour or two. In KSP however having quick save makes perfect sense. No more, no less.

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Back in my day, we couldn't save our games! We had lives, and continues, and that was it! You died to many times, you started over! Kids these days have it easy >.>

XD

In all honesty, I have used quick save before but have never actually needed to reload it. Most of the time I forget it is even there. I don't find anything wrong with using it, I personally don't like to. Gives my missions a much needed nervousness you would expect when traveling through space :3. One slip up could mean disaster! Mwahahahahaha =^.^=

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I don't use the quicksave/quickload feature either. I think it's more realistic to play without it. Yeah, true, I could spend hours on a mission only to see it fail horribly because I screwed up, or because the Kraken got hungry, but, hey, that's part of the challenge of this game (bugs and all!)! Besides, I can always launch the same rocket again. :)

That said, I don't begrudge anyone else the use of the feature. You play your way, I'll play mine, and we'll both celebrate each other's accomplishments without diminishing them!

As far as I'm concerned, the choice to use (or not use) quicksave is on par with the choice of class in any RPG -- some like fighters, some like rogues, some prefer clerics, and some enjoy quicksave. Pick the class you like, and play the game the way you enjoy it. :cool:

Edited by Kromey
Kraken!
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Providing a quicksave functionality or not is a matter of game design. After all it is a game, compared to all those "real" space simulators (or at least a particular complex and realistic one). Even though KSP is a great simulator it is still as much a game, and a well developed game features game mechanichs for all types of players. As long as anyone accepts that his opinion is not the only opinion out there and that he is just one among many, everything is fine.

Quick save allowed me to experiment on some of my ... well ... less efficient designs. The more well planned mission tend to have no need for quicksave ^^ well there must be some benefit to it, playing the game for a long time, learning how to do a powered landing can be beneficial to a mission^^ (and implementing falesafe and abort mechanism still safe Lifes and offer much more entertaining rescue mission ... most of which will later need to be rescued as well ^^ well thats Kerbal in nature XD )

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Well, I'm just going to open with this... You try Aerobraking through Jools atmosphere while using both Deadly Reentry and Ferram Aerospace Research!

Anyways, usually what I'll do is quicksave after any SoI changes or long burns as a precaution, now if I screw something up and it was my fault then 95% of the time I own up to it and accept the consequences of my screwing up, most of the time it can actually result in having to do some clever designing and interesting missions. However there is also the occasional bug or glitch that happens here and there, and a mission will fail due to something that was completely out of my control, this is when I use the quickload function.

As for my opening statement about Aerobraking around Jool... Has anyone ever noticed the line representing their orbit kind of like "warp" into the surface of Jool when approaching for an Aerobrake...? I've had to quickload many times because of that bug. :(

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See, I view the game as a hardcore space simulator. Space is hard. The goal of space, is to not **** up, because you're millions of miles away and can't just put it into drydock to fix it. You have to be prepared, have redundancies, and the patience to do things right the first time. ****ups during a mission will sometimes end it prematurely, and are often a sign of insufficient planning. To me if I'm playing the game right, some hours in I'm going "DON'T **** THIS UP. DON'T **** THIS UP..." and usually I don't.

Now if I forget to add a parachute, or my lifter explodes during orbital maneuvers, that's my own damn fault. They do provide a restart mission button.

If that's how you want to play the game.. That's you're prerogative. Personally.. My likelihood of using quick save/load is dependant on time invested. The more time I invest doing something, the more i'll take steps to ensure all that time isn't wasted. And honestly, quicksave/load is only going to save you from accidents/bugs.. Not having enough delta-V for what you want to do.. or forgetting parachutes, etc.. No amount of quickloading is going to save you from having to start over due to that.

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People are surprisingly passionate about how they play their game. But then again maybe this is not surprising if they are really into it.

Just to strike a reconciliatory chord: Personally I wouldn't want to play the game with add-ons that do everything for you (MechJeb I'm looking at you). However, this thread made me realize that using quicksave/load is not all that different in the sense that it guarantees a certain outcome. I fail to land my lander and may reload until I get it right. MechJeb might do a perfect landing and I might argue that I could have done it myself.

In the end, the sandbox gives me the opportunity to roleplay a certain way and in this case I accept pretty much all 'non-lethal' failures and some of the lethal ones. For example, one of my early space stations imploded because I accidentally throttled up and both rocket-powered ends just slammed into each other. It was a spectacular 'oh fuuuuudge!!' moment when you hit random keys trying to make it stop. I didn't go back and it's all part of the growing story line, RP-style.

As many people have said already; you play the game you like it and I play it the way I like it. Especially in the sandbox. If you go into the fabled future career mode, you basically accept a certain number of challenges the devs have set and you either accept or you 'cheat'. There's no inherent good or bad in that either.

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Ok, perhaps I'm eat up with the dumb ass, but HOW do you use Quick Save and Quick Load? I hit F5 to save, and had to go to work. Come back and (attempt) to "quick load" (F9 holding it down as it states) and I'm not where I saved my last quick save. Am I missing something here? Is quick save limited to when I'm actually on a particular flight and can I recover from that quick save in the "future"?

Thanks!

TB

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A mistake like accidentally pressing End Flight is not something that's going to happen in a real life space mission, so I have no compunctions about using Quicksave to recover from that. Also, if I get smashed because of some silly bug in KSP, I have no problems with undoing that. It's also great for testing multiple ways of doing things before decided what technique to use on an actual mission. But if I do something stupid like start a burn and forget to turn off other motors on the docked ships, I am fine with living with the mistake.

Also, I have my operating system set to automatically save all new or updated files on my computer every hour, and going back to get one of those archived files has saved my bacon several times when a lot of work went down the drain due to a program crash or some such, and I had forgot to do Quicksaves.

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In real life, NASA can take years to precisely plan out a mission profile, with every burn happening at exactly the right time and angle. When we play KSP, sans MechJeb, we're going to make a LOT of mistakes that a real space program would never do. Quicksave helps balance that out, since you can save before making the attempt in case you make the kind of error NASA would never make.

And it's not just about the perfection of timing. In real life, space stations don't suddenly shake themselves to pieces. Astronauts don't suddenly get expelled from the solar system after somehow getting stuck inside the wall on EVA. A spaceplane that's landed on a planet won't suddenly find itself in blank space, altitude reading "666666", with no way to move. KSP, in general, has all sorts of bugs that can cause your mission to fail in ways that have nothing to do with reality; quicksave lets us avoid those bugs.

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I mean where's the challenge in this game if you can just take a mulligan after blowing up your rocket and scattering the debris across the munar surface?

Heck, I didn't even know there was such a feature until recently. I just assumed they wouldn't include one in this kind of game.

Don't assume everyone will play hardcore and willingly start over a project that took hours out of their busy schedule. The quicksave/load feature is flawed, naturally as it is early development, but to question it as a necessity is plain silly. When developing a game, you can't pick a niche within a niche(space enthusiasts that are also balls to the wall hardcore gamers). That's a surefire way to make a game and never see a return in profits.

I appreciate this feature as I don't have a ton of time to sink into this game on a daily basis and I surely do not want to start over the building of a station from scratch all because a lag spike made me collide my new module or ship into the station. Excluding such a feature would more than likely turn people off as you would have a game that only caters to a specific crowd rather than a general crowd.

Keep in mind that this is a video game, emphasis because I know many people look at games as experiences and refuse to believe that some people just want to have mindless fun out of their purchase.

Options are nice, if you don't like it, don't use it simple as that. Don't assume all of us are hardcore masochistic gamers, that's a good way to make people not like you very much.

Edited by Reavermyst
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