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Which existing system would you like updated/fixed soonest?


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So, I know that the devs are currently focused on adding in new elements, and not fixing old ones. Aerodynamics are a placeholder that will be worked on once career is finished, etc.

But, for the sake of discussion, once we are at that point, and it's time to go back to previous elements of the game and fix things up, what do you think needs updating the most?

Aerodynamics are a pretty obvious one, but I want some fixes to the VAB and SPH realllll bad. I'm just here posting this cuz I had to take a break, cuz the game was getting me super frustrated. Building standard rockets is usually not a big problem, but making anything sorta weird can be such a huge headache. I'm sure you all know what I'm talking about. So anyways, what do you guys want them to fix the most?

P.S. I am aware that there are mods that improve many of these things. There are mods for everything. My biggest pet peeve is when any suggestion is met with "oh well there's a mod for that." Obviously, but I'm talking about the stock game made by Squad, here.

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Aerodynamics are a pretty obvious one, but I want some fixes to the VAB and SPH realllll bad. I'm just here posting this cuz I had to take a break, cuz the game was getting me super frustrated. Building standard rockets is usually not a big problem, but making anything sorta weird can be such a huge headache. I'm sure you all know what I'm talking about.

I don't, actually. You need to be a lot more specific.

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Somewhere down the line, I definitely would like to see Physics become thread-safe - the version of Unity KSP currently uses puts all physics calculations on one CPU core, and my understanding is that this is what's causing (most of) the lag / performance bottleneck in vessels with higher part counts.

According to Unity's official website and statements from their developer(s), Unity 5 is purported to come with PhysX 3.3 support, permitting fully-multithreaded physics. My query here is whether it makes sense from a technical, corporate and financial standpoint for SQUAD to migrate their workflow to the new system (considering the potentially-disruptive nature of such a task to their dev plans).

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My query here is whether it makes sense from a technical, corporate and financial standpoint for SQUAD to migrate their workflow to the new system (considering the potentially-disruptive nature of such a task to their dev plans).

Speaking entirely for myself here, but I honestly wouldn't mind if one update was solely dedicated to multi-threading physics calculations. The possibilities it would open are ginormous. Bases that don't suck, rockets with lots of parts, stations that don't become unusable because of unnecessary RCS thrusters and whatever, getting rid of physicsless parts, not having to worry about part count with everything you do..

EDIT: Also, entirely btw, but congrats on becoming a mod. We need mods that mod :)

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Hmm that's a tough question. Aerodynamics or VAB control overhaul? I hope, and imagine, that both will eventually be worked on, however I'm going to go with aerodynamics. Not just for flying but I feel that adding something like DRE to stock is necessary and would be great. Just gives one more part of space travel to plan and build for. Both are good options though.

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Other than the obvious (aerodynamics + life support systems) I'd like to see an overhaul of the fuel systems. Boil off should be implemented, especially with the new liquidfuel-based RCS in the pipeline.

Another option would be the tech tree. Not a rebalanced, I mean a conceptual redo. At the moment it is totally part-based. Imho it should be more abilities-based. Maneuver might be something you unlock, or perhaps increase their accuracy. Construction abilities could also be progressive by, for example, weight limits on new launches. Fuel transfer between parts, the jetpacks, the concept of EVA ... all should be researchable but at the moment are granted from moment one.

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Fix the orientation in the VAB your looking out the door when you build it then its 90 degrees rotated at the Pad, also fix all the easter eggs most of them are underground they put them in the game why not maintain them. Fix career mode so its more realistic probes and unmanned flight before manned flight

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Fix the orientation in the VAB your looking out the door when you build it then its 90 degrees rotated at the Pad

That's done so that on the pad, if you move the ship to the right, it goes to the right. Same for left and the other keys. If its fixed, the key associated with forward will pitch you to the right. The way it's now makes it easier for new people to understand the controls.

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Areodynamics (that also includes reentry heat caused by the atmosphere)

Other than that? Fix the immortal kerbals.

  • Entering the atmosphere exposed should kill them.
  • Hitting the ground at 50m/s should kill them
  • EVA fuel shouldn't be unlimited (by jumping in and out of pods)
  • Using nuclear engines should be dangerous for Kerbals (even solely by a need of moving them away from it and it's nuclear fuel (which isn't implemented in the game right now) - perhaps add a very heavy "shield" part to protect Kerbals from radiation if someone wants to keep them close). Also using LV-N in KSC should punish player with loosing a large amount of reputation.
  • Life support should have some limits (even if by default they'd be able to survive weeks in a standard pod, so player wouldn't be bothered by that mechanic as long as he sticks close to Kerbin) - additional benefit of that: manned missions will be slightly more difficult than unmanned and finally we'll have a reason to use automatic probes from a gameplay balance point of view.
  • Stats should affect Kerbals in a sagnificant way, so that sending a very stupid kerbal on a mission would risk his death and possibly make him consume more life support resources. I want picking a crew to be a process, not just a tickbox that you click blindly.

you get the picture ;)

Edited by Sky_walker
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CaptRobau, that's one way to fix it. The other, probably better, solution would just be to change the default orientation in the VAB and make it match up to how the ship would be on the pad as it is already.

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Fix career mode so its more realistic probes and unmanned flight before manned flight

Please no. It's not nearly as fun to have to do unmanned probes first; the core of the game is the Kerbals, so they should have a role from the very first launch.

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Areodynamics (that also includes reentry heat caused by the atmosphere)

Other than that? Fix the immortal kerbals.

  • Entering the atmosphere exposed should kill them.
  • Hitting the ground at 50m/s should kill them
  • EVA fuel shouldn't be unlimited (by jumping in and out of pods)
  • Using nuclear engines should be dangerous for Kerbals (even solely by a need of moving them away from it and it's nuclear fuel (which isn't implemented in the game right now) - perhaps add a very heavy "shield" part to protect Kerbals from radiation if someone wants to keep them close). Also using LV-N in KSC should punish player with loosing a large amount of reputation.
  • Life support should have some limits (even if by default they'd be able to survive weeks in a standard pod, so player wouldn't be bothered by that mechanic as long as he sticks close to Kerbin) - additional benefit of that: manned missions will be slightly more difficult than unmanned and finally we'll have a reason to use automatic probes from a gameplay balance point of view.
  • Stats should affect Kerbals in a sagnificant way, so that sending a very stupid kerbal on a mission would risk his death and possibly make him consume more life support resources. I want picking a crew to be a process, not just a tickbox that you click blindly.

you get the picture ;)

1,2,3. Agreed.

4. Agree with adding radiation, but you shouldn't lose reputation by using LV-Ns unless you crash them(In which case, yes, there should be fallout.)

5. Agree we need a life support system.

6. Needs more mechanics.

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Just thought of something else: update Kerbin!

So, now we got all these different companies that you can get contracts with, but where the hell are they headquartered? Are they underground!? This will probably be like one of the last things they add in, but eventually I want to see a populated planet. Not sure how they'll do it, but I want cities and towns, as well as more detailed landscape. And clouds and weather and stuff.

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I'd like to see aerodynamics fixed first.

What I'd really like to see though is an update that fixes the plethora of tiny annoyances that are all two small to get their own update. But add them all together and you would get more than enough fixes for an update

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Aircraft fuselages are useless. It's more efficient to use normal rocket tanks and emptying the oxidizer, as their dry weight % is lower.

Also the 3 aircraft cockpits. the 2 small ones don't fit the game's style/look, and the Mk3 one is ugly :-(

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^^^

No, don't fix that, I love driving through stuff! :-(

Ah don't worry, I didn't mean Squad had to make it solid, but the way things spawn, it needs to be fixed. It just doesn't work properly, like, once upon a time I landed on a mountain range, with no grass or trees or whatever on it, just plain rock. My ship broke in 2, the capsule and the science compartment, so I retrieved them separately. By doing so, the camera moved to KSC, obviously, during the first recovery, and when I got back on the mountain range to get the science compartment back, the whole thing was fulla trees!!!

The game probably thought I was in the vicinity of KSC since the camera focused on that previously. And so when I loaded the next scene trees appeared.

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