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Kerbal Space Program

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Ulminati

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So, do you guys know if the developers are planning to add (or allow players to mod in) other star systems? I think it would be kinda neat to assemble a huge ship in orbit and then take it to another, distant star (especially if you could then stop at some alien planet and refuel it to continue your journey). While we're at it, wouldn't it be fun if they had a procedural universe so you could take your kerbals on an infinite trip?

The devs have stated several times that they aren't planning to add other stars. There's a user mod out there that sort-of hacks the game to add 3 stars orbiting a black hole to the game. But without fancy sci-fi engines to accelerate you up to a considerable fraction of light speed, you're still looking at several hours at max time compression to get between 2 stars.
 

barker_s

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Well, that's a bummer. I fear that once you visit and research the hell out of most of the celestial bodies, the game might lose some of its appeal. Couldn't they just add more time compression levels specifically for interstellar travel to alleviate the issue of lengthy trips? But i guess they have other reasons not to include more stars too.
 

Burning Bridges

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It already happened to me, the game "lost its appeal" long ago. The irony is that I don't even want to travel between stars.
I just want to switch to a different solar system because this one sucks after a while. It would be break whatever story they had in mind for the Kerbals, but that story is stupid anyway.
In fact I would take this game without Kerbals anyday, with new NASA modules Project Mercury, Gemini, Apollo, a Soviet story etc. I doesn't need to be dead serious realistic, just no green astronauts please. The thing was fun for a while, but now it isn't any longer.
Since they are not interested in doing that, I want at least a sandbox game (with or without Kerbals) that lets me explore new solar systems.
 

Hellraiser

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So apparently, after much bitching and moaning by some people, they decided to scrap adding Kerbal Experience for now.

No details as to what, how or why for now. People complained mostly about Kerbals being able to affect certain ship stats like thrust, ISP etc.
 

Hoaxmetal

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Burning Bridges

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The "hard" docking was already a close call, then an extending solar panel collided with a rubber bag and broke the station apart, killing everyone on board.

:lol:
 

Ashery

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No details as to what, how or why for now. People complained mostly about Kerbals being able to affect certain ship stats like thrust, ISP etc.

What? There've given plenty of details. The main issue is that it'll mean the success of a mission depends on your Kerbals' levels rather than just ship design. So when new players see Scott Manley's new videos, they'll think his successes are simply because he has "well leveled" Kerbals instead of him simply showcasing what highly skilled players can do in the game. Stuff like funds, science, and reputation are rather inconsequential and can be impacted without issue, but actual ISP and thrust would completely fuck up the base game.
 

Hellraiser

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What? There've given plenty of details. The main issue is that it'll mean the success of a mission depends on your Kerbals' levels rather than just ship design. So when new players see Scott Manley's new videos, they'll think his successes are simply because he has "well leveled" Kerbals instead of him simply showcasing what highly skilled players can do in the game. Stuff like funds, science, and reputation are rather inconsequential and can be impacted without issue, but actual ISP and thrust would completely fuck up the base game.

I didn't see that tweet. Looks like they're just scrapping the engine-related perks. Hopefully stuff like soil samples, EVA repairs etc. will be unlocked with experience, in addition to expected passive +% science/funds/rep bonuses.
 

Ashery

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What? There've given plenty of details. The main issue is that it'll mean the success of a mission depends on your Kerbals' levels rather than just ship design. So when new players see Scott Manley's new videos, they'll think his successes are simply because he has "well leveled" Kerbals instead of him simply showcasing what highly skilled players can do in the game. Stuff like funds, science, and reputation are rather inconsequential and can be impacted without issue, but actual ISP and thrust would completely fuck up the base game.

I didn't see that tweet. Looks like they're just scrapping the engine-related perks. Hopefully stuff like soil samples, EVA repairs etc. will be unlocked with experience, in addition to expected passive +% science/funds/rep bonuses.

I'm not sure if they tweeted their reasoning, but even just keeping up with the discussion on a very casual level has left me with the impression that that's the root of their reasoning.
 
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Ulminati

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Must-Haves: Kerbal Alarm Clock, Kerbal Engineer, Docking Port Alignment Indicator,

Realism mods, make the game harder: Ferram Aerospace, Deadly Reentry, Remotetech, TAC Life Support

More stuff to do: Kerbal Attachment System, Kethane (or Karbonite), Infernal Robotics, DMagic Orbital Science

Really nice if you have the mods it supports: http://www.kingtiger.co.uk/kingtiger/wordpress/universal-storage-a-mod-for-kerbal-space-program/

Eyecandy: Better atmospheres, EnvironmentalVisualEnhancements, Astronomers pack


Start with must-haves (and maybe eyecandy). Avoid MechJeb. Flying on autopilot doesn't teach you how to play.
 

The Fish

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Must-Haves: Kerbal Alarm Clock, Kerbal Engineer, Docking Port Alignment Indicator,

Realism mods, make the game harder: Ferram Aerospace, Deadly Reentry, Remotetech, TAC Life Support

More stuff to do: Kerbal Attachment System, Kethane (or Karbonite), Infernal Robotics, DMagic Orbital Science

Really nice if you have the mods it supports: http://www.kingtiger.co.uk/kingtiger/wordpress/universal-storage-a-mod-for-kerbal-space-program/

Eyecandy: Better atmospheres, EnvironmentalVisualEnhancements, Astronomers pack


Start with must-haves (and maybe eyecandy). Avoid MechJeb. Flying on autopilot doesn't teach you how to play.

Thanks.
 

Ashery

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So I just started playing this. What mods should I download?

Adding to Ulm's list:

Must haves:
Select Root (Allows you to change the root part of your ship; makes subassemblies a lot more useful)
Precise Node (No more needing to switch views back and forth from your node to your target as you try to adjust your intercept)

Less important, but still useful/interesting:
Protractor (Readouts of phase angles. KAC has this feature to a very limited extent, but the having the raw data can be fun to play with)
Real Chutes (Non-instantaneous parachute deployment)
ScanSAT (Mapping of planetary bodies; acts as a minor source of science and synergizes well with Remote Tech when it comes to making satellites useful)
Action Groups Extended (Action groups outside symmetry, changing action groups mid-mission; lots of little things like that)
TAC Fuel Balancer (Removes the tedious aspect of clicking parts to move fuel around; good for maintaining balance in spaceplanes)

I'll deviate from Ulm and recommend starting with FAR or at least NEAR as the stock aerodynamics are utter shit. I also wouldn't consider the docking port alignment mod to be a must have, though it would probably greatly reduce the frustration you'll experience when you first try to dock (Just ask Abs as he was on the receiving end of my frustration when I first docked, heh).
 

Absalom

Guest
Whenever I try to play with RemoteTech, this shit always happens. I get a halfway decent telecom's hub up in earth's orbit then it suddenly shakes itself to death for no goddamn reason. Really wish they would fix that shit.

Also everyone's first docking is terrible. First time I docked I forgot the SAS on the other ship so I had to time my approach to coincide with the target constantly spinning about it's axis
 

Ashery

Prophet
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Whenever I try to play with RemoteTech, this shit always happens. I get a halfway decent telecom's hub up in earth's orbit then it suddenly shakes itself to death for no goddamn reason. Really wish they would fix that shit.

Also everyone's first docking is terrible. First time I docked I forgot the SAS on the other ship so I had to time my approach to coincide with the target constantly spinning about it's axis

There was a bug where a vessel would get duplicated on top of itself and then break apart, but that was fixed a while back from what I'm recalling. It definitely wasn't present in the release for 0.24.2.
 

Absalom

Guest
There was a bug where a vessel would get duplicated on top of itself and then break apart, but that was fixed a while back from what I'm recalling. It definitely wasn't present in the release for 0.24.2.
Why did it only happen in remote tech then?
 

Ashery

Prophet
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There was a bug where a vessel would get duplicated on top of itself and then break apart, but that was fixed a while back from what I'm recalling. It definitely wasn't present in the release for 0.24.2.
Why did it only happen in remote tech then?

Ah, meant that it was a bug in RT that caused that. I never had a single issue like that in my 0.24.2 game with RT, and I distinctly remember reading through RT's development progress and seeing your exact issue mentioned.
 

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