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The roleplay of quick load.


Major "zubb" Tom

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Hello reader, I have never used quickload because anything I fly usualy doesn't have far to go that I can't re lauch.

Also if I need quick load then the craft is unflyable anyway or I have forgotten to quicksave, Im not even sure of the buttons.

I think of quickload as a little cheaty this being a space program, but then again it is a game and I wouldn't want to redo 3 hours of flight because I sneazed.

I had an idea reading the forums that may satisfy the people who do and who do not use quick load.

For roleplay place a large purely astetic part on your craft and call it a time machine in your mind.

This would give a nice element of oh no we lost the time engine we can't quick load.

I just had another idea, if the time engine was lost in a crash how could we quick load then.

Make something up, the engine works once when destroyed or something.

Just a random idea I had that I felt like sharing.

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Considering the game doesn't have simulation tools or proper pathing for atmospheric drag, not to mention all the floating point inaccuracies, I hardly see how you can consider quicksave/load to be cheating, especially since you only get one per game save.

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If you think quickloading is cheating, don't use it, problem solved.

I think it is useful. It would be much less fun if I had to repeat a two hour mission (perhaps multiple times) just because I dipped too deep during aerobrake or missed land on Laythe landing.

I needed to send enough rescue missions due to problems quickload cannot fix anyway.

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Naah,I use quick save feature,and I dont think it is a cheat. For example if I go to jool,I want to aerobrake,but something went wrong and my long trip ship crashed into jool. Should I make everything from start? I really cant do that..

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I find that quicksave is a necessary evil. While we do not have the luxury of it in real life, we instead use extremely detailed calculations and simulations instead. Since I don't want to have to redo every mission if I accidently forgot to start my braking burn at exactly the right moment or if I timewarp through a maneuver node, I use it.

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It reminds me of the old days when I know nothing about f5 and f9. I was learning how to rendezvous and dock. Every time I failed, I had to launch a new craft. That was really a pain in the ass. It took me 2 weeks to finally do a real docking.

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I think it depends on how you use it. My first Tylo landing attempt failed because I didn't have enough TWR. I felt this was a legit crash and that quickloading would be cheating. On the other hand, when you are in max time warp and your planned orbital insertion goes sour because the game didn't properly calculate your trajectory when changing SOI's, this is reloading because of a game-breaking bug, and I don't consider that cheating.

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I treat quick saves the same way I do in any other game- a point to which you can go back if you make a mistake. However, due to the complex nature of playing KSP, this doesn't rule out all player error- smaller mistakes can compound.

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Quickloads are treated by lots of people, myself included, as 'simulation runs'. This is mainly because the stock game sucks at helping you predict aerobraking, pinpoint landings, even just periapsis after an SoI changeover. I don't use them mainly because I forget to quicksave (I'm on a laptop so the F keys are not always my friends), but when I do, it effectively lets you do exactly what revert does, just for missions far from home like a Joolian aerobrake, an Eve ascent path, a Duna precision landing, even something as simple as a station rendezvous where you don't what to make the encounter again from launch if you screw up at close approach.

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Until we have better in-game tools to gauge certain things that we have to play by ear at this point, and until the glitches and bugs are ironed out enough that certain activities (most notably trying to drive a rover anywhere that's not Kerbin) don't have a high chance of screwing up horribly, quicksave remains a viable option to address these issues.

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Have fun spending all the time and effort getting to, say, Laythe, then flubbing the landing or missing the orbital burn, or whatever, and then having to do it all over again.

Actually I played about 20 missions before I even knew there was a quick save. It's an adventure. But there's no way I would try to get to Jool without it. Too many things can go wrong that you can't plan or design for.

Accidentally brushing past another moons SOI and getting flung out into space, or into an impossible orbit, is another possibility.

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Perhaps quick saves could be tied to your Kerbal's stupidity. Higher stupidity = less quick save or no quick save and vice-versa. I mean only a really dumb Kerbal would stage off his booster on the Mun rather than fire the engine, right? A smart kerbal should be able to take it back. (And let's not discuss the intelligence of the human actually playing the game!)

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It would be cool if the Quickload worked like GRiD / DiRT Series Flashback feature, which lets you rewind time and set a point to continue from, at which it does a dramatic series of still shots of your vehicle, including closeup of the driver, with the *doom* sound effect on each still change, before continuing.

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In the real world the pilots go through hours and days and even weeks worth of simulation trying out every conceivable complication.

In the game... I launch and see what happens. If something bad happens I quick load. All quick loading is doing in my mind is allowing me to practice in simulation before the real attempt.

And the same goes for revert flight. All those explosions and messed up staging? yeah that was just a simulation run to work out the bugs before the real flight.

Edited by FITorion
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I use quicksave and restore all the time when "biome farming" around Kerbal, Mun, or Minmus. When I'm performing EVAs, or Gravoli experiments. I could run without time acceleration, and take measurements each time I get to a new biome, but it gets very boring. Instead, what I do is quicksave every 10 degrees or so of orbit, and use x10 or even x50 time acceleration. If I see a new biome, and I don't have time to stop acceleration before I fly past (happens all the time on Mun with the Midland/Highland craters), I just F9 and replay those few degrees of orbiting without acceleration.

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I tend to keep quicksave/load and revert flights to specific preplaned "Simulation" runs or when KSP derps out to now fault of my own. I've reverted flights when I realized 5 minutes into launch jeb was in the cockpit when I specificly put another kerbal in there in the VAB. Also the occasional symmetry derps where you find your craft hanging sideways in the launch clamps I send it back to the VAB. I will also sometimes do a simulated aerobreak if I'm aiming for a specific target altitude. However I make it a rule that if I decide to do an f5 simulation I have to quick load it even if it goes perfectly. Other than that I just F5 periodicly mid mission in case the game crashes between autosaves.

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