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Should RemoteTech be in final version of game?


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While I liked the idea of RT initially I share the view with most people in this thread that it becomes tedious very soon. It is rewarding to set up a nice satellite network once and it will keep you busy enough for a while, but doing this for every planet. First I switched off the delay, because I enjoy flying good looking crafts (that barely work, as in not much room for error or dealing with a 6 minute delay to Duna), but last week I just removed it (together with snacks!) and decided to stick to beautification mods for now.

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I only use it for the Flight Computer.

As such I have put all antennas to have enough range that they cover the entire Kerbol System end to end, and all dish are 360° coverage. I also found on the web a file that adds about 10 other control stations on Kerbin, meaning there is always one pointing outward to space. Oh and No signal delay too... got annoying after the first day or 2.

However I still need to have satellites to cover for dark side of the different bodies. So far one per system seems to do it. I try not to put to many satellites out tho, that's how I crashed my previous game (was running out of memory from too many of them).

Now the flight computer works like a charm. It's very useful for long burns (say that 90min long ion burn on one of my ship), as I can program it, hit "f5" and go to work if nothing happens for the next few hours. The fact it also follows the maneuver node helps a bunch.

I really feel that the game should move to 64 bits before we start making too much part of the basic game.

That and Unity5 for 1-2k part ships without lag.

But on the subject of adding it ? sure, with a difficulty slider/toggle for those that don't want it, or want an easier version of RT.

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RemoteTech newbie here. I like building space infrastructure anyway, so I'm enjoying having a purpose to that infrastructure, but I don't think RT should be made stock.

Very few objectives in KSP absolutely require you to build something as a pre-requisite for building something else. I can't imagine new players going to Mun, Minmus or beyond with Tier 0 parts, but experienced players can if they wish. Progressing through the tech tree just makes that easier, and opens up some new options along the way. RemoteTech clashes badly with the 'if you're good enough you can do it from the start' philosophy - even launching a simple Mun probe requires a lot of non-obvious and/or complicated (for new players at least) stuff first.

Edit. Or in other words, even Career mode is pretty freeform at the moment. RemoteTech takes a lot of that way and forces players into doing uncrewed flights in a particular way. Great if you like doing things the RemoteTech way, not so great otherwise.

Edited by KSK
badly worded
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There already is a difficulty setting for this, to enable it it you just click this link remotetech and follow a simple list of instructions.

This game is easy to mod and the mods for this game are pretty easy to install. Some work could perhaps be done to make it even easier but I don't see why people are constantly proposing that this mod or that mod be integrated into stock. Why replicate the work that has already been done and cause an endless sequence of difficulty settig options instead of getting on with core gameplay.

If you want remotetech, install it.

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I don't see why people are constantly proposing that this mod or that mod be integrated into stock. Why replicate the work that has already been done and cause an endless sequence of difficulty settig options instead of getting on with core gameplay.

Because to make a good game, a feature must be integrated in its core, not an optional free-DLC.

For example you can hardly balance the prices/reward of unmanned mission if you do not know if you need satellite relay first.

Same and worst for many other mods. The price of any mission would increase abruptly if you needed to care about Reentry.

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There already is a difficulty setting for this, to enable it it you just click this link remotetech and follow a simple list of instructions.

This game is easy to mod and the mods for this game are pretty easy to install. Some work could perhaps be done to make it even easier but I don't see why people are constantly proposing that this mod or that mod be integrated into stock. Why replicate the work that has already been done and cause an endless sequence of difficulty settig options instead of getting on with core gameplay.

If you want remotetech, install it.

Because to make a good game, a feature must be integrated in its core, not an optional free-DLC.

For example you can hardly balance the prices/reward of unmanned mission if you do not know if you need satellite relay first.

Same and worse for many other mods. The price of any mission would increase abruptly if you needed to care about Reentry.

exactly!

long range communication and relays are a major part of space travel. Squad have not made clear there intentions for the final game and but they are a long way off. the modders have gotten there in the interim and filled the gaps them selves.

It doesn't mean these features are not coming to stock KSP already. people are simply showing there support for certain features and functions from mods that have not yet appeared in stock.

mainly because we believe the sooner these features are added, the sooner the kinks and balance problems can be discovered and ironed out.

Edited by Capt Snuggler
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Well, myself I don't see problem coming out from antenna range, even with a relay gimmick so it could be added "anytime", basically only the day they need it to balance something else.

On the other hand, change like the aerodynamic model, oh boy (and girl), that's ought to be the greatest evolution since docking.

You'll have congratulating/bitching SQUAD for month, saying it broke spaceplane, it make the game too easy/hard/balanced, that they didn't go FAR enough or NEARly missed it...etc.

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