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Rapporter et oversættelsesproblem
Second: If you want to be heard, got to the offical forums. Steam forums are ok, but thats all. The offical Forum houses more people AND the Devs. ;)
I think the Scansat mod will perhaps also be of assistance, it can scan for anomalies, of which there are more than just the Mun arch(es).
To your mod problem: it is well know that updates sometimes break mods. If an update happens, usually the mods update not too long after. If you haven't done yet, update your mod, it might help.
Or maybe you just need a short break (sacrilege!) from this game, and come back later.
Perhaps we as a steam community need to make some weekly challenges or something here on the forums. Something we can all participate in and have fun with until they release anoither update to the game. Things like the biggest space station around eloo or most asteroids collected or something like that. I find that the players of this game aare significantly more friendly and intelligent than in the forums for alot of other games. That would give us some unofficial goals to work towrds and share with eachother here.
You should go to the official forums. Everything you listed is on the official forums along with people making their own movies and writing stories. There is even an entire page for challenges.
http://forum.kerbalspaceprogram.com/forum.php
Go to wikipedia, go to the megathread. Get ideas, watch videos, try mods out, and if you really can't be bothered with that, go play a different game.
Not FSX, tho. Or xplane. Or Elite. Or Zomboid. Or don't starve. Or a Minecraft style game. Or y'now, any game that doesn't spoonfeed you, because that really seems to be your problem, that the game doesn't tell you what to do.
Also: Mission Controller. It's a mod. Look it up.
Just to be clear, Squad is the publisher of KSP, not Steam. KSP's original and much more vibrant and informed community is centered around their official forums. That being said, I totally agree with the general sentiment that Squad needs to engage with the Steam community more.
When Harv announced that they had dropped their original plan for resource gathering when their prototypes were not turning out very fun, he mentioned the very thing that your post was about. The need to have more to do once you get to a planet, as well as having a more interesting end game is certainly something they're aware of.
Look, as it is now, you land on a planet, you take some samples, plant a flag... and leave. Maybe you make a few more trips to other biomes but the only gain there is a few more Science points.
Between the 32 bit memory limit keeping us from making super-giant ships and the lack of any real reason to build bases, it comes down to two goals: Max your Science and maybe send a probe to the outmost planet, just to see if it can be done.
A lot of this sadly stems from the game's own strength - it's cartoonish nature. The cute little Kerbals and their goofy attitude toward science is fun for a while but it excludes attempts to do anything more serious, or rather take things more seriously.
Now once upon a time there was an old C64 game called "Project Space Station[www.mobygames.com]" which totally nailed it on the head. The shuttle launches & landings were just a means to an end, not an end in itself. It had a full career mode, with finance, and a fully developed science system.
What made it's science system so interesting is that is wasn't just blanket "Science" points - it was more like the tech tree seen in 4X games. It wasn't just a matter of unlocking new part, science let you unlock new abilities as well. For example you could eventually develop remote drones that could maintain your station without the need for EVA and lower your operating costs. Likewise, you could develop better greenhouses to increase food & air production. You could take contracts using your space-based instruments to monitor forest fires & animal migrations, as well as perform micro-g experiments for medical & engineering companies.
In other words, the stuff you did in the sandbox changed the sandbox. Crew skill mattered as well, and it wasn't just "Bravery" and "Stupidity" either. You had to balance taking experienced flight crews with scientists who couldn't fly but were essential for doing your science stuff. We're talking a dozen different real-life skill sets to choose from, and they all mattered (sending a biologist to tackle an engineering problem got you nowhere, obviously).
So now take all that and reimagine what KSP could be: A serious game of science, engineering and space exploration with meaningful goals and long term objectives to keep you wanting to play long, long after you've stuck a flag into every ball of dirt in the solar system.
As it stands now, though, there really isn't much beyond on Kerbin except the planets themselves. Heck, there isn't much on Kerbin for that matter - your headquarters is apparently the only free standing structure on the entire planet. Let's start there - make Kerbin look alive. Give it some cities, give it governments, give it something to feel more alive. You want competition without resorting to violence? Look no further than reality and the space race between the USA & USSR. Imagine if they added a rival space agency that tried to one-up your accomplishments and beat you to all your achievements?
There is far more potential to KSP than what's on their current roadmap, and I'd really like to see Squad put some serious consideration into lateral game expansion. Because honestly, we don't really need any more parts. We've got enough parts. The mod community has already made more parts than we could use with a terabyte of RAM. What we need next is stuff to do. Yes, the Mission Controller mod does exactly that - and I'm saying we need more stuff like that. It's not just more of the same stuff, it's new stuff and new goals to keep us interested.
TLDR: If they want us to build Mun Bases then they need to give us a good reason to do so.
Holy crap, that sounds like a really cool game. I can't help but agree with you pretty much 100%. Another thing that has kinda gotten me down about the potential that KSP has, but may never fully realize, is how the Interstellar Mod is going. Now I don't want warp drive, and if I try Interstellar I will delete that part, personally. But something with realistic science gathering, resource utilization, and space technology development that is complex and true enough to life to actually teach a bit about chemistry, physics, and technology is my dream game.
I really hope you bring your ideas to the official forums!