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What should be worked on after .24?


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1) SOUND EFFECTS

2) Reentry heating

3) Life support

4) Drag model

5) Kerbal usefulness/ skills

6) Dust on powered landings

7) Realistic difficulty

8) Better special effects

Edited by TeeGee
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I think the ability to further the research of parts would be cool. Doing more research and finding ways to make existing parts more efficient, more powerful, any other improvements -- that would add some fun to career.

Similar to how in real life SpaceX made the Merlin 1C for the Falcon v1.0 (which was smaller, and less powerful / lower payload to orbit) and they upgraded to the Merlin 1D to create more thrust for the Falcon v1.1 (which is taller, more powerful / greater payload to orbit).

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reliable undo/redo

The feeling when you just finished asparagus staging over 20 engines and one wrong click wastes everything.

Undo would save a lot of frustration.

Edited by Mast
typo messing up the quote
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I`m in no hurry to declare the game `feature complete`. We`ve been told that major runs of bugfixes will happen after that once all the core features are in place.

i`d like to see increases in the options for creating reusable craft, either by allowing spent stages to parachute down beyond the loading limit (without being deleted) or by some method of resersing time and allowing control of a spent stage to land it then controlling the main craft onward through the mission. i`d like there to be some way of storing an SSTO as a craft that is built and will not cost anything but fuel to reuse (as long as it has been landed on the runway again)

I`d like the kerbals to have some automation, if only to move about a fixed path or within a fixed area around a point. I`d like repair to be expanded so for example too much g-force on a landing (as it does now) would break legs and other parts but they could be fixable on EVA.

i`d like parts (like a telescope, gravioli sensor, or seismic sensor for example) that accumulate science over time then need `emptying` by a kerbal on EVA to collect science to be taken to a pod for return.

I`d like there to be multiple science trees which have different difficulties (maybe with different science returns and different cash returns also) to challenge pro players (there are more and more as time goes on) possibly with things like DRE or FAR as difficulty options

i`d like some features of KAS to be included, like the ability to detach and attach certain parts.

Multiplayer would be nice so I could run multiple copies and just use one for the VAB, just use one to launch craft made in the first copy and another copy just to fly craft.

I`d like multi threaded phys-x (which I believe the latest unity has) and stable 64 bit (which I believe we are getting with 0.24 but may need making more stable)

I`d like to see more parts use electricity (or parts use more electricity on a harder setting) so electricity management becomes `a thing` rather than `just stick a single NTG on it`

Any of these features worked on for 0.25 would please me.

The feeling when you just finished asparagus staging over 20 engines and one wrong click wastes everything.

Undo would save a lot of frustration.

You may find jebretary useful. It`s a GIT based version system for all saves, craft and subassemblies in your game. EVERYTHING is saved and you can revert any craft to any version of that craft, any save to any save you have EVER made.

All you need is either launch or save the craft and you are set.

Some of my career saves have no saved craft at all, just a lot of versions of `untitled craft` and I revert if there are any issues.

I think the ability to further the research of parts would be cool. Doing more research and finding ways to make existing parts more efficient, more powerful, any other improvements -- that would add some fun to career.

Similar to how in real life SpaceX made the Merlin 1C for the Falcon v1.0 (which was smaller, and less powerful / lower payload to orbit) and they upgraded to the Merlin 1D to create more thrust for the Falcon v1.1 (which is taller, more powerful / greater payload to orbit).

I`d support this, the ability could be in the form of a space station part that needs to be in operation around certain bodies to give set benefits. `A 5 year mission orbiting Dres to increase the efficiency of the Atlas` or `A 5 year mission orbiting Duna to increase the efficiency of the solar panel` or `a 5 year mission based on the surface of Duna to decrease the weight of the Mk1-2 Pod` sort of thing. Not very easy (heavy station part that uses loads of electric) and not quick.

Edited by John FX
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Find a way to make high parts counts run more quickly. I have no idea whatsoever about the technical limitations here, or the requirements needed to make it happen. Please, just....make it happen.....

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Fishing?!. Well you must have some irregular hydrodynamic movement first.

Yes. It should be implemented alongside fishing (Which is the most important feature coming our way. The implementation of fishing will give scope completion.)

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This would be nice, just earlier I wanted to quickly test something without FAR and then with FAR installed, aannd just couldn't be bothered.

i juse JSGME-Modmanager for that....easy to activate/deactivate mods

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You may find jebretary useful. It`s a GIT based version system for all saves, craft and subassemblies in your game. EVERYTHING is saved and you can revert any craft to any version of that craft, any save to any save you have EVER made.

All you need is either launch or save the craft and you are set.

Some of my career saves have no saved craft at all, just a lot of versions of `untitled craft` and I revert if there are any issues.

Although this is in no way a replacement an undo feature, this will reduce the fallout of lacking one.

I'm definitely going to try this.

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After spending a ridiculous amount of time driving across the surface of Kerbin I'm going to have to say a few rover improvements should be worked on next. Specifically, two tweakables need added to rover wheels. The first one would set a speed at which the wheels stop accelerating. The second would make it so the wheels automatically slow you down if you exceed the previous speed.

Also maybe some general improvements to wheel physics, I don't even want to guess how many times my wheels got caught on an invisible "wall" and flipped my rover over.

Also have parachutes not magically vanish the second you touch the ground.

These are all the things that have bugged me this week =p

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The game is in desperate need of end game content. You just spent two hours designing, building, flying, and landing a ship on Laythe? Great, plant a flag and go home. Want to do more than that? Sorry, plant a flag and go home. Unless you like to roleplay having a base, there's nothing to do.

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There are four things that keep cropping up that I think would make a good update if combined together:

More use for Kerbals/ Kerbal experience and history

Use for bases and rovers

End game content

Better/more advanced system for unlocking parts.

Fishing (most important)

anything along these lines.

Though seriously... fishing.

EDIT: and planet discovery.

Edited by Vaporo
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I`d like to support calls for more `stuff to do`. I`d like stuff we could move and use/assemble (like KAS) or external science equipment that needs setting up, running, then the data collected. It would be cool to be able to assemble the rover on the planet from stored parts and for the science from a surface sample to increase the further away from the landing site you go...

I`d like the stats that kerbals have to affect how well they do stuff. Then there would be a point putting them through training and tests before picking a crew (there would be a point in picking a crew)...

I`d like some to stay behind in R&D (in the much later game) to improve thrust, cut weight, increase efficiency (panels, NTG etc) and improve ISP etc It might be fun to tweak the gameplay so it makes sense for the veteran astronauts to do this (to give them something to do, poor dears, they are getting old)

Even if actually improving angines etc is out, I`d like to `tweak` the stats by exchanging some ISP for thrust increase or reduce thrust and increase ISP (so there isn`t really any bonus, you just get a more versatile engine etc)

I`ve always liked the thought of little automated kerbals moving around a base, either on fixed paths or within a set area so that the base looks `alive` rather than a sad `one kerbal moves at a time and only when I control them` sort of still image way. I`d like to see rotating antenna (like little radar dishes) and flashing lights and other things that let you know the base/craft is `alive` rather than just a unity model on the screen with no animation to it.

I`d like a setting for `light delay` to add a time delay when controlling probes in the outer system. Also a version of the remotetech flight computer (just one where you can tell it to face prograde, retro, rad+ etc then thrust for a set amount of time) when you have the delay active and only for craft with no pilot.

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There are four things that keep cropping up that I think would make a good update if combined together:

More use for Kerbals/ Kerbal experience and history

Use for bases and rovers

End game content

Better/more advanced system for unlocking parts.

Fishing (most important)

anything along these lines.

Though seriously... fishing.

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  • 4 weeks later...

I'd like to see an updated devoted to fixing the plethora of little things that need fixing. Not big features like new aerodynamics or re-entry heat, but little touches like sound in space, being able to see distant objects, etc. In short: a lot of the popular but simple mods that up the aesthetics but have minimal impact on mechanics or gameplay. Okay, perhaps not 0.25, but some update soon.

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  • 1 month later...
The feeling when you just finished asparagus staging over 20 engines and one wrong click wastes everything.

Undo would save a lot of frustration.

CTRL+Z

It can be a bit of a CPU hog while undoing changes to big ships, but it's definitely there. What I might like to see is a multi-step undo/redo history buffer though.

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sound in space
That would be a bug, not a feature. Sound is not allowed to travel through vacuum since there's nothing to carry the vibrations.

"Would be"?

It's been a while since I did it but I'm pretty sure that when you drop tanks while slowing down to land on an airless planet, you hear them explode when they hit the ground.

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