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Stupidity vs Intelligence


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I have seen some confusion about the "Stupidity" bar for the Kerbals. Normally a higher rank is better, but with stupidity it is the opposite. Why not just change it to "intelligence"? Plus, "intelligence" is much more kind than calling a Kerbal "stupid." I also hope that the stats for a Kerbal will someday have more implementation.

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Oh I like the idea of a "stupidity" slider. I just have no idea what it does. Same with courage. What do these actually DO? Are they a stub for some planned future expansion where the crew is more detailed? At the moment I think all they do is drive the facial expressions in the little windows in the corner of the screen.

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All they do is drive the facial expressions in the little windows in the corner of the screen.

On topic, I personally prefer "stupidity" but agree that one would expect both bars to follow "higher is better". Perhaps have lower be better and change courage to cowardice?

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Has anyone else noticed that the courage bars seem to be backwards in the crew info in the map screen, compared to the values in the VAB and Astronaut Complex?

I.E. Courage bar is full in VAB and Astronaut Complex but empty in map screen crew info,

75% full turns into 25% full.

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AFAIK, courage effects whether they tend to get excited vs. terrified for a given amount of danger. Stupidity determines how "emotional" they are about it. That is, a kerbal with high stupidity is likely to just sit there with a blank face.

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No,I remember I have read(don't ask me for the source,I forgot it)that the courage was determining how a kerbal would react to the danger,the stupidity woul determine the "capability" of the kerbal of detecting the danger.The Badass flag was determining if the kerbal would be excited by the danger.

Don't quote me on that,it's just something I recall and I don't even remember the source.

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Oh I like the idea of a "stupidity" slider. I just have no idea what it does. Same with courage. What do these actually DO? Are they a stub for some planned future expansion where the crew is more detailed? At the moment I think all they do is drive the facial expressions in the little windows in the corner of the screen.

These actually determine their behavior, the more stupid they are the more likely they are to smile and be gleeful, not always but in a general sense, while the smarter they are the more fearful and afraid they will likely be. I do not remember the exact rule-set it is for their behavior but it was something akin to how I described it above.

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No,I remember I have read(don't ask me for the source,I forgot it)that the courage was determining how a kerbal would react to the danger,the stupidity woul determine the "capability" of the kerbal of detecting the danger.The Badass flag was determining if the kerbal would be excited by the danger.

Don't quote me on that,it's just something I recall and I don't even remember the source.

I think I saw something like this on the first post HarvesterR made on the Orbiter forums about KSP. Don't remember where exactly it is, but someone posted it here a time ago.

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Here's that post:

Ahh I can offer some insight on why Jeb seems to be high all the time.

He is the pilot!

The crew AI is the same for all of them, but they have different personalities. Their personalities are defined by 3 attributes: Courage, Stupidity, and whether or not they're the pilot.

Jeb is 0.5f brave and 0.5f stupid, but he's the pilot, so what the others would find terrifying, he finds entertaining.

Bill is 0.5f brave and 0.8f stupid, and he's not a pilot. So he gets scared, but being dense as he is, he doesn't realize the danger as much.

And Bob is 0.1f brave and only 0.3f stupid, so being by far the least stupid in the bunch, he quickly realizes how near they are to being blown up, and panics really fast.

There are other factors that make the crew panic as well... nearby explosions being one of them. They are already traumatized enough so that hearing a nearby explosion will make them all have bladder control problems.

Later on I'm planning on adding a Nausea Tolerance parameter to their AI, and have them become nauseated under high angular velocities and possibly space sick as well, when under microgravity conditions... They could visually turn green also, if they weren't green already.... hmm, maybe they should turn yellow

Also, I plan to add different types of Kerbal crew... right now all we have is the generic, Orange suit wearing, crewmembers. Later, the idea is to have Pilots (in orange), Engineers (in blue), and Mission Specialists (or scientists, in white)... each of those would have different personalities... for example, pilots are braver and have a high nausea tolerance, but they're stupid; scientists are smart, but cowards and get sick really easily; engineers... not sure yet... maybe they're somewhere in between, or something else.

Cheers

http://orbiter-forum.com/showthread.php?p=279448&postcount=72

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I'm looking through the pages of that thread now, it's filled with awesome info and early suggestions that influenced the game as it is today.

EDIT:

hehe check out this one:

That's awesome! I made a number of those as well when testing... If you add a rudder (just a winglet further back from the CoG), it will actually fly like a plane

Planes are a tricky build however, to get a plane that's maneuverable enough, you have to place the winglets exactly right...

But it's a lot of fun when they work. I'm thinking of putting in some turbine engines to make building planes more, uhm, official. These would have great fuel efficiency, but would cut out if there's no air to burn fuel.

Actually, the idea is to devote an entire new building in the space center for that, something like a spaceplane hangar, where you build it horizontally, and launch from a runway... but that's not something that can get done overnight... so it might be a while.

About losing track of orientation, that's why the NavBall is there... if you fly by that instead of by what you see, you never lose track.

Although it can help also to hit 'C' to switch to a different camera mode. The default is best suited for a vertical launch, but there are other modes that work best with things that fly horizontally, like those rocket planes

Cheers

EDIT 2:

The precursor of action groups!

But yeah, I myself am not perfectly happy with the current part attachment setup... But doing anything different at this point would require starting all over again. So I'm doing the best I can to make the editor easy and fun to use. I reckon that once there is simmetry, a way to add parts in between stages, and other conveniences, like alt+copy and a schematic view for advanced stage planning, things will be a lot less frustrating to use.

But I like the drag n´drop scheme anyhow... If nothing else, it is at least very intuitive.

About the LES, that is already being planned as a part. Also some kind of 'Abort' button or key, that if pressed will activate all decouplers (except the LES one), fire the LES rockets, and (hopefully) fly you to a safe distance of the huge fireball.

Also a good idea would be to add self-destruction charges that you could stick to the parts, like the SRBs, when aborting, they would explode the rockets, which is the only way to stop them thrusting once lit.

So the idea is that there will be a special 'Abort' action, and a number of parts that respond to it. How to set up the escape plan is up to you .

Cheers

Edited by DaRocketCat
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