Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Kerbal Space Program

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,805
Location
Danzig, Potato-Hitman Commonwealth
I'll only tell you that bar need for re-balancing so far I like it and the basic idea behind career mode is pretty good. I like the direction they're taking with it by not wanting to railroad the player into doing things in specific order, especially with different biomes on the Mun and in the future on other planets.

Last patch had an art-pass on planets but apart from the Mun it wasn't that drastic as I said. Normal mapping plus different continent shapes/altitudes really, Eve has less ocean/seas now, got back its 7km tall mountains though. Duna lost most craters which I think they'll replace with procedural ones, also has some big valles marineris rip off canyon now. It looks more dull overall though, needs those craters to add more detail to its surface, also could use procedural dunes. I'll let you know if and when they will be working on another terrain overhaul. Probably not soon as all their code-crunchers are busy writing new systems for Career mode, with both the new science system and the progress tracking system from 0.21 being the biggest pure coding jobs they did since the project began.

By the way there's an optimization in the QA pipeline with much of the old flight code getting rewritten for better performance. Supposedly it increases performance by about 30%, possibly more on some setups. But it's stuck in QA until they squash the bugs it still has. Thought you might want to know what they're doing with performance issues since pretty much everybody agrees that the game should run better, if only to build bigger rockets.
 

Absalom

Guest
Have they fixed that thing where Duna's anomalies are buried under sand? Also, performance wise seems the same except I get an MASSIVE FPS drop in research building and Space Prorgam Overview Screen (Where you select the VCB, tracking building, etc)

Game itself runs fine though which is just strange
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,805
Location
Danzig, Potato-Hitman Commonwealth
Just like there not being any craft-exploding bugs this time around :troll:

Anyway the big optimization rewrite is not in the game yet, as I said it got delayed in QA and instead of being released with 0.22 it will come in a hotfix soon(tm). They're also still testing a build running on a newer version of Unity. Next week we'll probably learn what they're planning on doing for 0.23.
 

Absalom

Guest
So apparently the Kethane dude isn't planning on intergrating Kethane with career mode. He posted some wall o text about it but it amounts to "ITS NOT IN MY VISION OF THE MOD" So instead I'll show how I jury rigged it:
Full tech tree below
OkwRzka.png

Lists all techs in the game. Notice the empty ones at the far right, they were placed into the game by Kerbal devs for the most prominent mods. In base game they won't show up, but if you place an part in that tech, the icon and a short description appears on your tech tree/
Basically, in the part file found in the GameData folder, you need to edit "TechRequired = automation" to be whatever tech you need. If a part doesn't have a Tech required listing, its the first one under Editor_Parameters.

IMPORTANT NOTE: The tech name must follow these parameters

1. Must be spelled correctly. The image linked to above has the correct name for all techs.
2. No spaces between words
3. First word is uncapitalized, 2nd one (If there is one) is

Example: fuelSystems

And that's it! I was able to get kethane and mechjeb working first time (Scattering kethane techs all over tree with some in appropriate slot on chart, mech jeb in appropriate space on chart)
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,805
Location
Danzig, Potato-Hitman Commonwealth
I probably won't mod the tree but you never know, still thanks for the info. And yeah, I read his post, I don't really get his point but modders gonna modder. Well he now handles both KAS plugin and Kethane so I guess he's busy anyway. I remember him asking the devs about biome maps since he wants to generate kethane deposits based on biomes though, would be nice to see that.

BTW I watched an interview with the lead developer from yesterday, and he actually said he likes the complaining about the current shape of R&D, because people are complaining about the same things he thought that need to be fixed and that he already started working on. :lol: Basically mechanics to counter the meta-gaming and science farming people have been doing. I'm guessing that how transmission and experiment return will be reworked. Also they mentioned something about how you may not want to stack a ton of goo canisters on one ship in the future, not sure if they're adding more mass to those or increasing diminishing returns or what.
 
Last edited:

Absalom

Guest
good canisters
"Good"canisters? Do you mean Goo Canisters? Ja I always figured R&D would get fixed. however I'm glad the dev is using player feedback to fix the most badly broken areas.

Regarding meta-gaming: The career mode as-it-is is a great way for noobs to get into the game using structured challenges. The people who meta-game and other silliness are generally kerbal veterans; you're not going to stop them meta-gaming or slow them down much. I would appreciate a difficulty slider that adjusts how much SCIENCE you get tho
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,805
Location
Danzig, Potato-Hitman Commonwealth
Yeah I would also like seeing difficulty levels, those will probably come eventually though as there are some flags in the persistence file referencing them like kerbals respawning and something else (I forgot what). Apparently you can also disable stuff like quicksaving via changing some flags in the persistence file as well, so there could be an ironman mode with no trouble as the functionality is already in there.

Worst case scenario regarding science is that modders will fix it (tm) as the science experiment case values, pools etc. are in an easily editable .cfg file. Re-balancing it is not an issue if it will just be a problem with getting too much science for stuff.

I really love it how much shit you can just edit in notepad, without having to unpack some ungodly monstrous few GB archive and pack it back again (I'm looking at you Medieval 2: Total War).

EDIT: Absalom also I finished watching the interview I mentioned earlier. The dev confirmed they're going to fix the transmission versus experiment return issue (duh). Apart from that 0.23 will *not* add missions, budgets and contracts yet. They'll polish and expand the R&D system as well as do some stuff that has been delayed for a long time and the players should be excited about apparently. So I guess it's not just eyecandy but a new feature or old one that needed polishing.

Not resources as he did rule those out, but he did say the R&D and other career mode systems they plan will actually improve their original design of the resource mining system, but something else that really kept getting pushed back as he said. Could it be the spaceplane and aerodynamics rework or re-entry heat? That would be my bet since there's really nothing major apart from career mode and resources that hasn't been delayed. Well there are also tweakables, but those wouldn't be hype worthy or that major.

Anyway he's going to post a dev blog on it soon.
 
Last edited:

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,571
Location
Tampon Bay
I know that this is not planned, but I would really prefer to compete against a rival agency like the Koviet Union.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,805
Location
Danzig, Potato-Hitman Commonwealth
I know that this is not planned, but I would really prefer to compete against a rival agency like the Koviet Union.

Not entirely not planned, there is still talk that there may be rival agencies beating you to the punch in timed missions or something. But the devs won't be working on those until they get most of the career mode mechanics up first, so they haven't really designed any systems yet let alone code them for that.

One thing I would like to see as far as other agencies are concerned are joint-missions though like the Apollo-Soyuz or assembling an Inter-Kerbin Space Station in a highly inclined orbit by providing a module with part X and whatever else you want to. You could also have some pre-made NPC orbiters, probes, spacestations, surface bases or flags in places around the system pp up from time to time somewhere (space is big after all, there's room for it).

Actual proper AI making original craft and flying those would be probably too hard to do, but having a mission generator say "Koviet Union landed a probe on Duna at Valeis Kerbalis, let's one up them by landing a Kerbal there" and spawning a pre-made Koviet Probe craft somewhere in the mentioned Duna biome would be cool. Since it would not only add fluff but also show you where the said region is so it would serve an actual gameplay function.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,805
Location
Danzig, Potato-Hitman Commonwealth
Dev progress update came late this week since they decided to change the form of the weekly by splitting off it's sections into specific days of the week. So now just dev updates come on Tuesday.

Anyway one thing they're working on now is a Lab part. I think we'll be able to carry experiments around in EVA like soil samples and perform more SCIENCE on them in orbit inside the Lab to get more science. Either way transferring experiments data between kerbals, pods and science parts is supposed to be in 0.23 so it would make sense to have the lab work with this feature. Well you could also make a surface base I guess, but orbital stations are more versatile. I guess I wasn't far off with saying that you should have a reason to dock with stations and transfer something aboard.
 

Monad

Learned
Joined
Jun 24, 2012
Messages
192
One thing I'd love to see are alien civilizations, but according to the wiki that's not planned at all. That's disappointing, but I can see why since it would add a whole new massive layer to the game.
 

Absalom

Guest
One thing I'd love to see are alien civilizations, but according to the wiki that's not planned at all. That's disappointing, but I can see why since it would add a whole new massive layer to the game.

Wasn't another solar system planned to be in the game with star gates?
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,571
Location
Tampon Bay
I don't think alien civilizations fit in with this game at all.

What I want to see are:
more realistic and interesting planets (for example two years ago I suggested a real densely cloudy Venus and Titan but was largely ignored)
a faster engine, the lag, response problems and loading times are really annoying

Here is what Venus (Eve) or any planet with a dense athmosphere should look like (Carl Sagan calls it an "ocean of air")



This would be very interesting from a gameplay point of view, because it would add a yet completely unexplored challenge to landings (heat resistance and extreme pressure / stress)
 
Last edited:

Monad

Learned
Joined
Jun 24, 2012
Messages
192
I don't give a shit what you think fits into the game or not.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,805
Location
Danzig, Potato-Hitman Commonwealth
0.23 development's focus has been revealed.

Optimization, part tweaking in the spacecraft editors, engines being able to use more than one kind of propellant, lots of improvements to the R&D system and the new lab module as seen below:

n1p3AYD.png


It provides an alternative to dragging the science back to Kerbin in the appropriate parts. Guess I'll park one around Duna or one of Jool's moons.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,571
Location
Tampon Bay
I had a quick look at 022. Vehicle assembly is as annoying as ever. Instead of doing something against lag they have added super-detailed buildings which look like shit and add nothing to gameplay.

I am beginning to suspect that the monkey in Squads logo is more than coincidence.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,805
Location
Danzig, Potato-Hitman Commonwealth
One of the new minor unannounced additions added is a stock jet/rocket hybrid SABRE engine as the game code now allows engines to switch modes in flight. So stock SSTO will become much less frustrating, although it will definitely be end-game tech deep in the tech tree. Now if we only got new and better stock wings.

Also the optimization that was supposed to be in 0.22 is finally coming.
 
Last edited:
Joined
Nov 7, 2006
Messages
1,246
The SABRE is a welcome surprise, and the optimization is even more welcome. My laptop can barely handle large ships now :(

Hope I'll manage to set aside enough time for this...
 

Raapys

Arcane
Joined
Jun 7, 2007
Messages
5,006
Do liquid fuel engines not work when 'covered' with stack decouplers? I've three boosters below my three main engines, but after the decoupling the three main engines appear to have no effect on my speed despite burning bright.

Eh, nvm seems I needed to reverse the direction of the decouplers for some reason.
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom