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I am knee-deep in UI wireframing and I want to kill myself
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# ? Oct 22, 2014 19:54 |
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# ? Apr 19, 2024 12:18 |
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Oh loving hell.
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# ? Oct 22, 2014 20:02 |
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Gunktacular posted:This has probably already been thought of, but here it goes. That honestly sounds a lot better to me than +5% ISP.
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# ? Oct 22, 2014 20:12 |
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I, on the other hand, really like the idea of Kerbals being able to modify ship performance by experience because it sounds like fun. And fun trumps ~hardcore rocket realism~ all day long.
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# ? Oct 22, 2014 20:12 |
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nimper posted:Oh loving hell. Can we get some context for people who don't get the joke?
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# ? Oct 22, 2014 20:15 |
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Zurui posted:Can we get some context for people who don't get the joke? John Riccitiello was variously President, COO, and CEO of Electronic Arts from 1997 to 2013, and was one of the main drivers behind EA's acquisition, and subsequent dismantling, of Maxis, among others; more recently he spearheaded EA's move into digital distribution with the widely loathed Origin client. ArchangeI posted:That honestly sounds a lot better to me than +5% ISP. IIRC there was some talk from Squad about doing exactly that, ages ago -- as kerbals gained experience the set of manouvers they were willing to attempt without player assistance, and the odds of them not screwing it up, would both increase. Which sounds a lot more interesting to me than passive bonuses as well. ToxicFrog fucked around with this message at 20:21 on Oct 22, 2014 |
# ? Oct 22, 2014 20:17 |
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Zurui posted:Can we get some context for people who don't get the joke? Like the letter says, John Riccitiello spent some time in charge of EA. During that time he was responsible for a great many unpopular things, like the "project ten dollar" online pass DLCs that used to come with a lot of console games.
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# ? Oct 22, 2014 20:20 |
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Zurui posted:Can we get some context for people who don't get the joke? The former CEO of EA (insert scary chord) is now the CEO of Unity, which is the engine/toolset used to make KSP as well as lots of other indie games. Probably means nothing, but... EA (scary chord).... ~EA~ Dun dun dun....
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# ? Oct 22, 2014 20:20 |
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Fintilgin posted:The former CEO of EA (insert scary chord) is now the CEO of Unity, which is the engine/toolset used to make KSP as well as lots of other indie games. I couldn't care less about him and EA, I care about him being like this: https://www.youtube.com/watch?v=ZR6-u8OIJTE
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# ? Oct 22, 2014 20:22 |
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Nalesh posted:I couldn't care less about him and EA, I care about him being like this: "I personally fleeced myself out of $5,000 so I can guarantee that microtransactions are incredibly effective against dumb people"
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# ? Oct 22, 2014 20:39 |
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double nine posted:Please take care when exiting the command module to do so at a slow pace. Also mind the gap. Probably what you need to do is slightly redesign your rocket. There may be something that doesn't obstruct the exit sufficiently to prevent egress but which causes your kerbonaut to be clipping a rocket part when he spawns. In my case, I believe it was poor ladder placement. The ladder clipped into the ground a little, and since I climbed down as far as I could before hitting space, I think my kerbonaut let go, started to fall backwards or something, caught his toes between ladder and Kerbin, and forces went crazy.
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# ? Oct 22, 2014 20:58 |
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I await KSP's eventual porting to either the Unreal or Source engine. Who knows, John Riccitiello, might be to Unity what Jack Tramiel was to computers in the '80s. No, wait.
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# ? Oct 22, 2014 21:09 |
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General_Failure posted:I await KSP's eventual porting to either the Unreal or Source engine. It's ok to hope I suppose but it's not a great omen really. Max, for name how about. KSP - scope complete, you beta believe it!
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# ? Oct 22, 2014 21:16 |
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General_Failure posted:I await KSP's eventual porting to either the Unreal or Source engine. KSP's universe is now 100m³ big. Also everything is terrible.
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# ? Oct 22, 2014 21:17 |
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Kerbal Space Program: munshot 360 noscope complete
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# ? Oct 22, 2014 21:18 |
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Has anybody used cargo bays to deliver stuff to locations on Kerbin's surface? I'm trying to parachute a rover out of a bay onto a Fine Print scan location and it seems pretty hopeless. First, it's hard to get the drat thing to fall out of the bay in the first place due to wind resistance pushing it into the rear wall. If I can manage to juke it out of there without crashing the plane, the rover just gets cleaned up at the 2.5 km culling range before it lands. Short of building a VTOL or something I don't know if there's a realistic way to get this to work.
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# ? Oct 22, 2014 21:21 |
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Supraluminal posted:Has anybody used cargo bays to deliver stuff to locations on Kerbin's surface? I'm trying to parachute a rover out of a bay onto a Fine Print scan location and it seems pretty hopeless. First, it's hard to get the drat thing to fall out of the bay in the first place due to wind resistance pushing it into the rear wall. If I can manage to juke it out of there without crashing the plane, the rover just gets cleaned up at the 2.5 km culling range before it lands. Short of building a VTOL or something I don't know if there's a realistic way to get this to work. Only way really is a low altitude seperatron assisted drop where you circle around the area until it lands.
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# ? Oct 22, 2014 21:22 |
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Nalesh posted:Only way really is a low altitude seperatron assisted drop where you circle around the area until it lands. That's basically what I was attempting (w/o the Sepratrons) but I couldn't easily manage to loiter close enough. Maybe I need to tweak the low-speed handling of my delivery plane, I dunno. Or just build that VTOL I've been meaning to make anyway.... Or go the easy route and ICBM it over there.
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# ? Oct 22, 2014 21:26 |
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Another way would be make the plane cheap enough and dump that when you drop the cargo.
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# ? Oct 22, 2014 21:40 |
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OverloadUT posted:I am knee-deep in UI wireframing and I want to kill myself You're doing the lord's work.
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# ? Oct 22, 2014 21:47 |
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Maxmaps posted:We're not 100% on the Kerbals modifying the ship, but we do have a perk in mind that would allow a Reckless kerbal to bring back the Overthrottle of the old versions where you can push the ship to over 100% capacity while deeply increasing the engine's heat generation, so you can maybe use it to get a little more oomph for short bursts but leave the engine on for a half a second more than you should and boom happens. Having experience-based perks with positives and negatives would give crew selection a lot more depth. It would be nice to really tailor a crew for a specific mission, including shipping some old ace back to Kerbal because hes perfect for the job.
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# ? Oct 22, 2014 21:57 |
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You'd have to think of a way to stop people from using the same 2 or 3 crew over and over for every mission because they're head and shoulders above the rest (other than permadeath).
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# ? Oct 22, 2014 21:59 |
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haveblue posted:You'd have to think of a way to stop people from using the same 2 or 3 crew over and over for every mission because they're head and shoulders above the rest (other than permadeath). Have Kerbals have aspirations. "I want to go to the Mun!" says Munhat Kerman. (Actual Kerbal name I have in my game, he's the only one allowed to go to the Mun.) "I want to get as close to Kerbol as possible and be the biggest badass forever!" says Jebediah Kerman. "I want to play with the Mystery Goo!" says Bill Kerman. "I just want to go home. " Says Bob Kerman. A craft piloted by Munhat would get bonuses when in the Mun's SOI. A craft piloted by Jeb would get bonuses when in low Kerbol orbit. A craft piloted by Bill would get extra science gains from Mystery Goo. Bob's craft would get bonuses when on a course that will bring the ship back home to Kerbin.
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# ? Oct 22, 2014 22:08 |
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Geemer posted:Have Kerbals have aspirations. I like this a lot, it would make picking the crew for a mission so much more interesting. Suddenly, they all have "jobs" like being a pilot, or a payload specialist instead of just random Kerbals filling in the spot because the contract said "3 Kerbals".
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# ? Oct 22, 2014 23:33 |
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Geemer posted:Have Kerbals have aspirations. Actually this would be neat. Since now that kerbonaut achievements are stored, this could probably work. You could even work in contract bonuses for bringing in Kerbonauts that have an 'affinity' for it - have a contract that requires going to the Mun? Bring Munhat and Bill for extra bonuses for each part of the mission. If you wanna make it worthwile, make it a hard bonus before other stuff is deducted; Munhat really wants to go to the mun - applies 10% science bonus if brought on such missions, before the -x% transmission deficit. For extra bonus, you can even make it time limited: Munhat loves going to the Mun, but after 12 months of orbit he's really bored and just wants to get home. Now his +%mun bonus is gone, but he gets a +% whatever bonus for returning home, adding a reason to refresh your crew on stations and orbiters. Alternatively, just make it a Kerbal xp bonus for whatever stat (eg: -stupidity) Also MaxMaps, with 0.25+ seemingly freeing up art teams and how easy it would be to make female kerbonauts: whats the deal, yo? It seems like making non-'offensive' female characters is fairly simple from an artistic standpoint (see previous posts - add eyelash, round jawline, nothing else) and this topic has been going for 3+ updates for now. It would be nice to get some closure. Fishstick fucked around with this message at 00:28 on Oct 23, 2014 |
# ? Oct 22, 2014 23:48 |
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Nalesh posted:Another way would be make the plane cheap enough and dump that when you drop the cargo. Yeah, that's basically the "ICBM" option; build something that's just a delivery vehicle for the rover. Using StageRecovery it would be possible to at least recover the craft (minus the distance penalty). I ended up building a VTOL that work in tests without a payload, though it's touchy as hell to land. Should be easy enough to build a rover it can drop, but I might make things more difficult again by trying to build one I can deploy while landed and pick up again!
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# ? Oct 23, 2014 00:38 |
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Fishstick posted:with 0.25+ seemingly freeing up art teams and how easy it would be to make female kerbonauts: whats the deal, yo? It seems like making non-'offensive' female characters is fairly simple from an artistic standpoint (see previous posts - add eyelash, round jawline, nothing else) and this topic has been going for 3+ updates for now. It would be nice to get some closure. Art team won't actually be free til we're done with 0.90, they basically had to build two more space centers and their destroyed versions from scratch. There we can finally dedicate time to them.
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# ? Oct 23, 2014 00:45 |
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Is there any limit to the processing lab's ability to clean out goo pods/material bays?
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# ? Oct 23, 2014 00:51 |
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General Battuta posted:Is there any limit to the processing lab's ability to clean out goo pods/material bays? Only the general limitations of needing (edit) 2 Kerbals in the lab OverloadUT fucked around with this message at 01:18 on Oct 23, 2014 |
# ? Oct 23, 2014 00:57 |
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2 Kerbal, isn't it? And a ton of power. Does the Command Chair hold experiments?
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# ? Oct 23, 2014 01:03 |
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Zurui posted:2 Kerbal, isn't it? And a ton of power. 2 Kerbal crew required, yep. Nice thing about the science lab is that it holds infinite experiments, even biome/test duplicates. As for the command chair: Yes!* *If a kerbal is sitting in it.
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# ? Oct 23, 2014 01:04 |
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Zurui posted:2 Kerbal, isn't it? And a ton of power. Two in the lab, one in a pod, or make sure to have a backup probe core. Nothing like being unable to do your awesome science hopper on Minmus because you forgot to fill the crew out and you only have two kerbals...
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# ? Oct 23, 2014 01:16 |
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DelphiAegis posted:Two in the lab, one in a pod, or make sure to have a backup probe core. Nothing like being unable to do your awesome science hopper on Minmus because you forgot to fill the crew out and you only have two kerbals... I put a probe core on almost every single vehicle I build. They're generally tiny and have negligible power requirements, and you never know when they might come in handy!
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# ? Oct 23, 2014 01:18 |
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Perhaps my X-COM Apocalypse fanboy is showing, but I think I would really like the idea of the company behind the offered contracts actually mattering. Since they're (mostly) all tied to manufacturers of groups of parts, it would be really neat for you to have rep with each company, and increasing that rep gets you perks such as a discount on their parts. Maybe some parts are locked behind rep requirements, too. Gotta research, pay, and meet the required rep with the manufacturer. Along those same lines, I'd also like to see contracts that have a penalty for not doing them - basically they would auto-accept. Maybe you sign deals with specific companies allowing them to force contracts on you, in return for more aforementioned perks. Not necessarily in the core game, but I'd love a mod to do these things. Basically I want the world to feel a bit more alive outside of the rockets I choose to build and fly. Right now so long as I don't have something in space requiring life support, I can fast forward 10 years without it mattering. I'd like it to matter. I might actually put this on my list of mods I'd like to make after Bean Counter. It's a lot less ambitious than the alien invasion one I pitched a dozen pages back, and gives a lot of the same gameplay results I wanted when I thought of that one.
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# ? Oct 23, 2014 01:31 |
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Maxmaps, while you guys are working on upgrading the rocket buildy bits, please add an ability to dictate order of fuel consumption for planes. My really awesome plane consumes the fuel tanks in the wrong order, which can lead to some interesting near-misses with the ocean and mountains. And I don't want to muck about with unsightly fuel lines.
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# ? Oct 23, 2014 01:49 |
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Geemer posted:Maxmaps, while you guys are working on upgrading the rocket buildy bits, please add an ability to dictate order of fuel consumption for planes. Along these lines, what I'd really like is an automatic fuel-balancing option that moves fuel between tanks to keep the center of mass as close as possible to its launch state. This seems like it should be default behavior, even. The ability to tweak the desired CoM on the fly would be cool, too. There are mods to do stuff like this now, but they're kind of awkward.
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# ? Oct 23, 2014 03:31 |
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A few neat things here:quote:Kerbal perks that *don't* involve thrust/ISP bonuses
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# ? Oct 23, 2014 03:49 |
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Inacio posted:A few neat things: I don't know that I like the science training scaling inverseley to Stupidity. I think KSP needs a way to make Stupidity an asset rather than a comedy stat. If Kerbals are going to have attributes, they should either scale high-is-good, or high-is-bad, not some combination of both. Otherwise you just have a situation where "Stupidity" is just a poorly-labeled inverse statistic in terms of roster management. I'm not sure I have too many ideas with respect to how to make Stupidity into an asset (there are only so many ways you can phrase "Who would have been dumb enough to try this? But hey, it worked" and "That's so crazy, it just might work"). It's entirely possible that Courage/Stupidity were just spitballed attributes that Squad thought would be meaningless fun; perhaps with the Kerbal Experience update we'll see something more thought out. Though I'd just as soon not have to flip through THAC0 charts and full-screen character sheets. That said, individual proficiencies would be neat:
..yeah, that's all I've got for the moment.
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# ? Oct 23, 2014 04:40 |
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DopeGhoti posted:
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# ? Oct 23, 2014 07:18 |
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# ? Apr 19, 2024 12:18 |
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Inacio posted:A few neat things here:
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# ? Oct 23, 2014 07:30 |