Jump to content

What are you most excited about in 0.20 update?


EvilotionCR2

Recommended Posts

Well, I may be biased, but what I'm most excited about are the changes to the editor logic. We didn't talk about those much, but being able to start a vessel with something other than a command pod opens up a whole new world of possibilities. :)

That, and the changes we did to controls to support it as well. Now, when vessels decouple, the decoupled new vessel 'inherits' the control state from the old vessel, so if you had it throttled up, the decoupled bits will still be throttled up. That already happened in some cases, but not through the same mechanism. Now, this also applies to switching to nearby vessels, which means you can go out on EVA, and re-board later, without resetting the input on the vessel you left.

We also changed how parts respond to activating through staging. Before, if you had an engine and a decoupler on the same stage, if the engine was jettisoned it wouldn't get activated. Now, every part on a stage will respond to it being activated, regardless of whether that stage resulted in them not being on the same vessel anymore. Basically, it means anything can be made into a missile. :D

That's what I'm most excited about. It really made a difference in the way I design my ships, and it feels a lot more unrestricted too.

But I'm biased. :)

Cheers

Link to comment
Share on other sites

Well, I may be biased, but what I'm most excited about are the changes to the editor logic. We didn't talk about those much, but being able to start a vessel with something other than a command pod opens up a whole new world of possibilities. :)

That, and the changes we did to controls to support it as well. Now, when vessels decouple, the decoupled new vessel 'inherits' the control state from the old vessel, so if you had it throttled up, the decoupled bits will still be throttled up. That already happened in some cases, but not through the same mechanism. Now, this also applies to switching to nearby vessels, which means you can go out on EVA, and re-board later, without resetting the input on the vessel you left.

We also changed how parts respond to activating through staging. Before, if you had an engine and a decoupler on the same stage, if the engine was jettisoned it wouldn't get activated. Now, every part on a stage will respond to it being activated, regardless of whether that stage resulted in them not being on the same vessel anymore. Basically, it means anything can be made into a missile. :D

That's what I'm most excited about. It really made a difference in the way I design my ships, and it feels a lot more unrestricted too.

But I'm biased. :)

Cheers

The Harvester lives! And the editor logic does sound exciting!

Link to comment
Share on other sites

We also changed how parts respond to activating through staging. Before, if you had an engine and a decoupler on the same stage, if the engine was jettisoned it wouldn't get activated. Now, every part on a stage will respond to it being activated, regardless of whether that stage resulted in them not being on the same vessel anymore. Basically, it means anything can be made into a missile. :D

The really good thing about this is we can have parachutes on our boosters now and activate them at a later stage after they have ejected - brilliant!

Link to comment
Share on other sites

we can have parachutes on our boosters now and activate them at a later stage after they have ejected

Well, not quite, because if you eject something away from your ship, it'll go away from the staging list as well. This only works for activating stuff on the same stage, like the parachutes have always been able to do, but for anything now. Well, anything that has a function in staging.

Cheers

Link to comment
Share on other sites

I'm most looking forward to resources and mining!

...Doh!

I kid, I kid -- I love everyone at Squad (except you -- you know who you are!), and I'd much rather features get delayed than that something half-baked gets rushed out the door. Everything you guys do is awesome, and I know that will be awesome, too, but only when you guys think it's ready!

Seriously, though, I think the seats are going to be a lot of fun, but at the risk of sounding like a suck-up I'm going to have to echo HarvesteR and say that the editor changes sound the most exciting to me! Also the performance boosts, maybe I'll be able to fly some of my larger ships on my laptop now! :)

Link to comment
Share on other sites

just to clarify, the seats will count as command modules, right? Or will I still have to stick a probe core on my Mun buggy?

The seats aren't control sources. They just allow Kerbals to sit on them, thus becoming control sources for the vessel themselves. If you build something with no command pods nor probe cores, the editor will pop a warning to let you know, which you can ignore if you know what you're doing.

Cheers

Link to comment
Share on other sites

The seats aren't control sources. They just allow Kerbals to sit on them, thus becoming control sources for the vessel themselves. If you build something with no command pods nor probe cores, the editor will pop a warning to let you know, which you can ignore if you know what you're doing.

Cheers

So,when there is no Kerbal on the seat we can't control vessel? And if he is sitting,then we can control vessels?

Link to comment
Share on other sites

I'm gonna have to go with the new editor stuff. It sounds great, really. And it's funny, with all the effort I've been putting in on flags, I can go either way on them. I think the act of creating is more fun than the idea of plunking one down. Now if they make it so you can put your logo on your ship, have patches for the suits, et cetera, I'll go bananas. But more building functionality is where it's at for me.

Link to comment
Share on other sites

I'm hoping for some performance improvements as my primary "want". Anytime I try to launch or dock anything remotely complicated(part count over 200ish) the game turns into a slideshow. . . which forces me to let mechjeb do things that I don't really want it to do. I heard that performance improvements of some type are coming out in .20, I just hope they're significant enough to solve the issues I'm having:)

Link to comment
Share on other sites

I'm excited about the optimization, memory management and improved performance.

Granted it's not the sexiest improvement on the list and some people have said the devs shouldn't be spending so much time on making KSP playable on slower computers because people who have slower machines just need to upgrade them. But they forget ...

A.) Not all of us are made of money and can buy a new computer.

B.) The more machines KSP can run on, the wider it will sell. And the better it sells, the more money the devs will make. (Personally, I think they deserve more than they are probably getting for all the enjoyment they have given us.)

and ...

3.) As new features (career mode) get added to the game, the program will require more resources. The same people who dismiss players with slower machines may suddenly find that THEIR machines aren't up to the job ... and THEN they will complain that the devs aren't being sensitive to the needs of players with slower machines. When that happens, I will giggle ... a lot.

... But I digress ... The reason I'm excited about the optimization, memory management and improved performance is, while my computer can handle KSP just fine (even on high settings), REALLY large rockets "bounce" quite a bit on liftoff as the processor bogs down. So with better performance, I will be able to get larger payloads into orbit (and beyond) easier.

... Well that and the chair thing 'cause by this time post 2.0, I'm sure Jebidiah will have had a horrific "rocket sled" accident ... several times.

Link to comment
Share on other sites

What I really want is on-demand loading of parts. I've got a tons of parts installed and wish I could install more, but I can't since KSP crashed with OutOfMemory errors despite having 32Gb RAM on my computer. This is caused in part by the fact that KSP is 32bit app, so maybe devs would introduce 64bit version as well? This shouldn't affect mods compatibility since they are developed using .NET which is architecture-independent.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...