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OverloadUT
Sep 11, 2001

I couldn't think of an image so I Googled "Overload"
I am knee-deep in UI wireframing and I want to kill myself

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nimper
Jun 19, 2003

livin' in a hopium den

Oh loving hell.

ArchangeI
Jul 15, 2010

Gunktacular posted:

This has probably already been thought of, but here it goes.

What if every time you achieved some kind of milestone with a Kerbal (like docking two vessels or achieving orbit) you get to unlock auto-pilot features for that particular Kerbal. Really sounds more like a future mod for Mechjeb, but I think it would be a lot of fun.

That honestly sounds a lot better to me than +5% ISP.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
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. :colbert:

Zurui
Apr 20, 2005
Even now...



nimper posted:

Oh loving hell.

Can we get some context for people who don't get the joke?

ToxicFrog
Apr 26, 2008


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

haveblue
Aug 15, 2005



Toilet Rascal

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.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

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....

Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.

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.

Probably means nothing, but... EA (scary chord)....

~EA~

Dun dun dun....

I couldn't care less about him and EA, I care about him being like this:
https://www.youtube.com/watch?v=ZR6-u8OIJTE

nimper
Jun 19, 2003

livin' in a hopium den

Nalesh posted:

I couldn't care less about him and EA, I care about him being like this:
https://www.youtube.com/watch?v=ZR6-u8OIJTE

"I personally fleeced myself out of $5,000 so I can guarantee that microtransactions are incredibly effective against dumb people"

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

double nine posted:

Please take care when exiting the command module to do so at a slow pace. Also mind the gap.







what the hell?
It's a long-standing physics bug. The engine sometimes finds itself in a position where parts are colliding and should therefore exert force on each other, but they're colliding in a weird way, so the computed force becomes (pardon the pun) astronomical. I came home from a Mun landing, climbed down the ladder, hit space to step off, and simultaneously killed my kerbonaut and launched the vessel into a trajectory escaping the system.

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.

General_Failure
Apr 17, 2005
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.

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

General_Failure posted:

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.

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!

marumaru
May 20, 2013



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.

OAquinas
Jan 27, 2008

Biden has sat immobile on the Iron Throne of America. He is the Master of Malarkey by the will of the gods, and master of a million votes by the might of his inexhaustible calamari.
Kerbal Space Program: munshot 360 noscope complete

Supraluminal
Feb 17, 2012
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.

Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.

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.

Supraluminal
Feb 17, 2012

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.

Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.
Another way would be make the plane cheap enough and dump that when you drop the cargo.

Lord Yod
Jul 22, 2009


OverloadUT posted:

I am knee-deep in UI wireframing and I want to kill myself



You're doing the lord's work.

Bad Luck
May 2, 2012

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.

haveblue
Aug 15, 2005



Toilet Rascal
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).

Geemer
Nov 4, 2010



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.

Unimpressed
Feb 13, 2013

Geemer posted:

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.

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".

Fishstick
Jul 9, 2005

Does not require preheating

Geemer posted:

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.

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

Supraluminal
Feb 17, 2012

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!

Maxmaps
Oct 21, 2008

Not actually a shark.

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.

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.
Is there any limit to the processing lab's ability to clean out goo pods/material bays?

OverloadUT
Sep 11, 2001

I couldn't think of an image so I Googled "Overload"

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

Zurui
Apr 20, 2005
Even now...



2 Kerbal, isn't it? And a ton of power.

Does the Command Chair hold experiments?

OAquinas
Jan 27, 2008

Biden has sat immobile on the Iron Throne of America. He is the Master of Malarkey by the will of the gods, and master of a million votes by the might of his inexhaustible calamari.

Zurui posted:

2 Kerbal, isn't it? And a ton of power.

Does the Command Chair hold experiments?

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.

DelphiAegis
Jun 21, 2010

Zurui posted:

2 Kerbal, isn't it? And a ton of power.

Does the Command Chair hold experiments?

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...

Supraluminal
Feb 17, 2012

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!

OverloadUT
Sep 11, 2001

I couldn't think of an image so I Googled "Overload"
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.

Geemer
Nov 4, 2010



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.

Supraluminal
Feb 17, 2012

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.
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.

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.

marumaru
May 20, 2013



A few neat things here:

quote:

Kerbal perks that *don't* involve thrust/ISP bonuses
submitted 2 hours ago by InfamyDeferred

Avoiding bonuses to thrust, ISP, lift, and drag is probably a good idea, but there's a lot of perks that could still be had:

Scientist training, scales inversely with Stupidity score:
- "Keen eye", X% bonus science from EVA reports
- "Geology Specialist", X% bonus science from surface sampling
- "Laboratory experience", X% bonus science while this kerbal is stationed in a science lab
- "Diligent experimenter", X% bonus science to samples pulled out of the materials lab or goo canister.
- "Electrical engineering", can repair one solar panel per mission, though the repaired model is covered in duct tape and less effective.
- Possibly a unique EVA experiment as the "top tier" perk? Maybe one that generates cash or reputation?

Piloting training, good for any kerbal:
- "Steady hand", improved/more powerful SAS
- "Flight Experience", crafts stall at a slightly higher angle of attack, once they put better aerodynamics in
- "Hard Landings", landing gear are X% more durable
- "Push the envelope", control surfaces and thrust vectoring can exceed 100% of normal by a small amount.
- "Maneuver training", top level skill that basically gives you MechJeb's SmartASS as long as this kerbal is in a command pod.

#BADA55 Special Training program, requires Jeb or higher level of courage, imbues the kerbal with the "BADA55" trait:
- "Stunt driver", rovers go X% faster and the tires are more durable.
- "Iron grip", X% more grip strength on ladders, can "grip" any part of a ship at regular ladder strength.
- "Skydiver", this kerbal gains a one-use EVA parachute when exiting a MK1, 2 or 3 plane cockpit.
- "Tough as nails", this kerbal has a chance to survive the destruction of his or her command pod due to collision, though the chance would diminish based on impact speed.
- "Prototype jetpack", holding space while operating the jetpack will consume 4x as much fuel but double the pack strength.Kerbal perks that *don't* involve thrust/ISP bonuses

DopeGhoti
May 24, 2009

Lipstick Apathy

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:
  • EVA Expert - Uses n% less monopropellant when using EVA RCS and/or EVA RCS thrusters are n% more powerful
  • Spatially Aware - Able to automatically orient the vessel being piloted toward any nagivational node (e. g. Maneuver Node Pro/Retrograde; Normal/Antinormal, etc.)
  • Deep Pockets - Able to store two Surface Samples

..yeah, that's all I've got for the moment.

Thesoro
Dec 6, 2005

YOU CANNOT LEARN
TO WHISTLE

DopeGhoti posted:


..yeah, that's all I've got for the moment.
100% agreed that Stupidity should be a positive attribute, prized and encouraged in all Kerbals. I don't know what the in-game manifestation would be, but it might be things like ignoring safety regulations, forgetting that you already had a surface sample and grabbing another (i.e. your Deep Pockets perk), sneaking some copper and potassium into the fuel supply to make the exhaust glow in pretty colors.

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Falken
Jan 26, 2004

Do you feel like a hero yet?

Inacio posted:

A few neat things here:
Call of Space: Modern Kerbal

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