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KSP 0.90 'Beta Than Ever' Grand Discussion Thread!


KasperVld

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I'm playing Custom difficulty (Hard with Quicksave and Revert) and loving it! The skills are very useful and challenges exciting, and the experience point system keeps the pace reasonable.

Problems

-The paint on the first VAB's floor disappears when viewed from directly above.

-Between scenes sometimes appear such disturbing images as a huge, standing, orange-suited Kerbal from neck to knees.

-Vague "reasonable" tolerance for orbital missions' parameters.

Recommendations

-Stronger class definition; e.g., only Scientists can remove data and take surface samples, random part failure rate reduced or eliminated by engineers' presence.

-Environmental contamination fines for crashing parts into bodies; except Kerbol.

-Life insurance payout to dead Kerbals' families; payout proportional to experience.

-Duxwing

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  Duxwing said:
Recommendations

-Environmental contamination fines for crashing parts into bodies; except Kerbol.

How do you propose to deal with this when everything self-destructs after 2.5 km from your active craft in atmo? It's a nice idea, but right now it's not a fair request for those on tight budgets.

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Wow! I finally upgraded my R&D to tier 3! I had just enough before my last mission, but would have left me with a pittance for future launches. So I did a Mun mission to fulfill five contracts - one to take four temp measurements in flight, one to return science from space near the Mun, one to plant a flag on the Mun, one to deliver an outpost capable of containing five Kerbals, and finally, one more to take temperature measurements - four in flight and one on the surface. Tough challenge! The tolerance for position of the temperature measurement on the surface is much smaller than the in-flight measurements. I'm down to 623000 currency, but I can keep doing science.

Sondrin Kerman is now indefinitely stationed at Mun Outpost 1, but there are enough batteries to keep the lights on all night.

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  5thHorseman said:
I know this is not a "how to" thread but I can't resist. You can mitigate this a bit by watching for your shadow. Make sure you're not coming down on the dark side or right at local noon. I use Kerbal Engineer and I ignore the height readings because shadows are more intuitive. This sounds like you're in "orbit" mode instead of "surface" mode. It's a very common problem. The game *usually* switches automatically but sometimes it doesn't. Weird. I thought they fixed this because I can't seem to find an angle at which to approach the ladder and cause them to fly away.
5th Horseman - Thank you, but I was quite deliberately testing 0.90 unmodded - otherwise how can I be sure that any issues I encounter aren;t caused by mods? I normally play with quite a few mods, but not whilst testing the basic game. I also have several hundred hours of play time* under my belt, and I know well about looking for ones shadow, and I was in surface mode - I always switch to that mode once my horizontal velocity is reasonably small compared to my vertical velocity. I repeat - the game NEEDS an altitude over surface indication of some sort, and a clear indication of whether ones vertical speed is negative or positive whether it be an on-board altimiter or an option to have Gene Kerman give you the readouts in a pop-up window if you request it. IMHO. *seriously. I know some of you can scarcely credit that anyone with THAT much experience can still find landing on the Mun a trial, but it is indeed so. Mind you, I did spend rather a lot of time happily puttering around Minmus by land in one game a couple of versions back (had a full-blown base and several outposts set up :-) ). Anyway, call me a slow learner if you will,but I've only once reached Duna and Eve (both with probes) and recently a not very close fly-by of Jool recently. Minmus I have covered. I can do orbital rendevous passably well, now. Tackling the Mun feels like taking an X-wing against the Death Star to me. Well, not quite that bad, but I really do not like attempting manned landings there unless I know the site I'm aiming for is more or less flat - because I've already landed a probe there. Darn it the editor isn;t spacing this properly - apologies if it reverts to a single block of text yet again! Edited by Esme
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I have a strange error on 64x. If I start a career game I don't get level 1 facilities, I get level 3. If I start a career in 32x I get lvl 1 but if I load that in 64x I get lvl 3 again. I know 64x is buggy but I have tried this several times on fresh install and it happens everytime. Anyone else noticed this?

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  Duxwing said:
Recommendations

-Stronger class definition; e.g., only Scientists can remove data and take surface samples, random part failure rate reduced or eliminated by engineers' presence.

I don't think this is a good idea. Having pilots unable to do basic stuff with science would get annoying, and random failures are not a game mechanic the stock game wants.
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-Environmental contamination fines for crashing parts into bodies; except Kerbol.
This, on the other hand, I like. Though I'd make it a minor reputation hit, rather than funds. Nothing much, certainly nothing that would undo the reputation boost from a successful mission, but something to think about especially.

It wouldn't be hard for the game to do. The game will know which body or which atmosphere a vessel has hit. It's even perfectly feasible to predict to a fair accuracy where it will hit, so the game could penalise you for dropping your boosters over land on Kerbin.

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  Esme said:
I repeat - the game NEEDS an altitude over surface indication of some sort
I could agree with that if it were an unlockable part or feature of a building upgrade. Similar to unlocking probe cores with SAS, you should have to try landing a few times without knowing your altitude before unlocking a radar altimeter. It could even be paired with a mapping science experiment part.
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Game feels more polished with this patch.

The editor just got a WHOLE lot better. The editor additions are amazing, and really make aircraft building a 10x more enjoyable experience.

Best patch since I've bought the game. TY Squad.

Edited by Masetto
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@Wandering Kid

The fine would vary with the cost of the part, encouraging recovery without crushing small budgets.

@I thought I implied that pilots could do such basic science as crew and EVA reports. The failures would not be 'random' in the sense that players could not entirely prevent them: failures could occur only on such complex craft as could bring an engineer.

@All I proposed the class restrictions because I believe they would encourage multi-Kerbal craft by necessitating all three classes for large, scientific missions to distant places. Safety-minded players would bring duplicate or even triplicate Kerbals, increasing payloads and thereby challenge.

-Duxwing

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  Esme said:
the game NEEDS an altitude over surface indication of some sort, and a clear indication of whether ones vertical speed is negative or positive whether it be an on-board altimiter or an option to have Gene Kerman give you the readouts in a pop-up window if you request it. IMHO.
Surface or "radar" altitude is available in the IVA view of most manned command pods. Though considering we have several IVA-less pods it warrants making available all the time.

Vertical speed is clearly given next to the altimeter.

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Wow, SQUAD did this thing the way I wished for it to be done.

I just tried out the .9 release and it really blew my mind. The lack of gameplay I used to replace by addons, is now here. The Vanilla playthrough is pretty much all I could want and more. Not too overpowered, not too constraining.

Now I'm playing with KSPI, FAR, and some other performance improving mods (haven't upgraded my computer for 6 years is showing now), but it truly feels like a propper game expirience.

Can't wait for the full release, and best of wishes to the whole team.

/also, the modders. that's some marvelous work they're doing.

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  cantab said:
Surface or "radar" altitude is available in the IVA view of most manned command pods. Though considering we have several IVA-less pods it warrants making available all the time.

Vertical speed is clearly given next to the altimeter.

The problem with that is twofold - first, the time it takes to go between external and internal views, read the thing, and get back outside again. Second - the IVA one isn't very readable. (actually there's a third - no IVA if what you;re trying to land is a probe). I would love to have a full set of IVA readouts and instruments so that one could attempt to fly entire missions from IVA - but I would also like, whilst working on (slowly) improving my piloting skills, some means of accessing altitude over terrain data whilst not in IVA.

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I think it makes sense to change things for the better, but it truly sucks to try and play a game that you never know when you're going to lose it all and have to completely start over.

Is it only me that is frustrated with this game?

Edit: It's not the game but the updates. Turn off steam updates and backup your saves before updating. This will sometimes save headaches. If you have a mod that isn't compatible, the saved ships in orbit are lost before you have a chance to say no.

This way in a day or so when there's an update to the mod, you can apply it and your ships should be ok unless there's a change like .9.

Edited by Gary_P
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I set up a backup to cover myself.

This way I'll have a chance of not losing everything each time that there is a update.

Sorry for the frustration, but I forget that this is not a finished product.

This last update was really a nice change too.

Sorry if my post sounded cranky. Today was my root canal day. Now that it's over I feel better.

Edited by Gary_P
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  The Yellow Dart said:
I could agree with that if it were an unlockable part or feature of a building upgrade. Similar to unlocking probe cores with SAS, you should have to try landing a few times without knowing your altitude before unlocking a radar altimeter. It could even be paired with a mapping science experiment part.

This works in .90. http://forum.kerbalspaceprogram.com/threads/37128-0-20-Bucky-s-Instruments-v0-0-4-RAD-ALT-and-VSI-update

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  kithylin said:
Anything above 200 part count is going to start eating in to your FPS, badly. This is a long-running flaw with the game. You have several options: 1.) Build a smaller ship with less parts, 2.) Invest in a haswell-core CPU (Intel, search into it) which seem to be the best for KSP, or get a slightly faster computer in general. My machines don't drop below 60 FPS launching unless I get in the 400+ part count region.

Here is my rig

10868141_10202920989658979_1255465957397246740_n.jpg?oh=6a12d3d28a5ad40acb9637ce0abf63f1&oe=5505C1A9&__gda__=1429749060_3b89fdd8f9f6487d7e58e5882d2e3207

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