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What do you want in the new KSP 1.0 Resource System


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I want AI kerbals driving bulldozers on the mun to collect the many 1000s of cubic meters of regolith needed to get meaningful amounts of propellant. Would add needed life to planetary bases.

no AI

also I want to be able to make rockets on the mun/minmus/duna/etc. and jool cloud harvesting

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i want a single inline part i can attach to a claw land it on an asteroid and with a click refill the requested fueltank, be it rcs or lf+o whatever....

well its not true, but i think this will happen :)

i dont know if your serious or not but your comment makes me rage so hard.

indiana-jones-face-melt-o.gif

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no AI

also I want to be able to make rockets on the mun/minmus/duna/etc. and jool cloud harvesting

Too late, you already have it. Look at the VAB, there are kerbals driving/walking around. If you are not controlling all those, the computer is.

That is all the AI that is needed for mining. Kerbals driving bulldozers around and pushing regolith into the hopper. With better AI for kerbal workers, they'd look more convincing/interesting (stopping, getting out and going to airlock, new workers coming out, etc), but if you want them to look as boring as the ones in the VAB for some inexplicable reason… whatever.

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For historical reference, a 2013 poll asking about adding a resource system. This also links to HarvesteR's feedback at that time. Much has obviously changed since then :)

- - - Updated - - -

I like this (with or without the catalyst scenario, that Pthigrivi and you are typing about.) I imagine the following - after setup and configuration of the ground station and orbital station - staffing both stations with one of each Engineer / Scientist / Pilot - Set the output of the ground station, to be routed by your helpful minions, to a named orbital station. Then, sight-unseen, fuel magically appears at some periodic interval. They did all the shipping and processing, while you weren't looking ;)

This would be how I would envision it. If not done via drilling/mining/processing but via "refuel". You would get a orbital station or landed station and if you successfully "fuel" it, a record is made of the time+cost and number of kerbals to fly, and the game deducts those funds and waits that time to refuel it each cycle. If you ever move the station/base you have to manually refuel it again to prove it's viable (and set the costs).

The refuel mission would probably have to be a single play through, and no redocking etc. But it depends how they wish to do it. Kerbin/KSC already gets "magic refuels". Resources would just set a new destination to progress from a second/third/etc point.

However mining etc would be more dynamic. :)

I dont care as long as the part for getting fuel is heavy as heck.(for gameplay balance)

Could require a lot of power (new larger generators) or a lot of Kerbals (engineers etc). This could also balance out, other than "lots of weight". Though if it's modular I do not mind. I just don't want a massive launch craft needed just to get it off the ground.

Edited by Technical Ben
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Serious ISRU (on airless worlds) is either a huge, industrial process, or it takes a LONG time. Anything fast enough that you can even notice a small tank filling that doesn't look like a factory or something is magical, likely.

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Here's an interesting paper on ISRU (it's a bit dated, but has good summary stuff).

http://www.nasa.gov/pdf/203084main_ISRU%20TEC%2011-07%20V3.pdf

(Edit/Update)

Some interesting pictures as well :)

http://www.nasa.gov/directorates/esmd/multimedia/isru-hawaii.html

Note that I'm posting this merely as a player and modder interested in ISRU and my comments in this regard in no way reflect what may/may not be included/not included in any resource system I collaborate with Squad to build, m'kay?

Edited by RoverDude
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That's pretty cool. I was just rereading a bunch of papers from the late 80s and early 90s I have on the subject. They've progressed a little to be sure. My dream would be to really build proper bases in situ (regolith on top as shielding, etc).

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I want to see an baseline accessible system which highlights the possibilities of the framework being provided, whilst the system itself is completely modding accessible (which in this case seems like it is).

A feature I would really like is KSC storage support for resources. Currently the only resources you can 'store' at KSC are Science, Rep and Funds. It would be awesome if you could store other 'stuff' (like say antimatter, or karboundum, or anything non-standard) by flagging the resource as 'isStorable = yes' in its definition or something. I know you can just build an on-site tanking apparatus, but having some measure of baseline support would be neat.

Being able to recover vessels and not have its resources disappear would be neat and opens up the possibility of having resource scarcity, sure you can buy LF, RP-1 or Xenon etc at market prices but ouch (if that's your bag, baby).

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