Kinetic Void > General Discussions > Topic Details
Stickynote Oct 30, 2013 @ 8:41am
list of things to add
hm?
i would want to add realistic flight. as in you cant control it well if you get your left engines knocked out.
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Naiba Nov 1, 2013 @ 4:45pm 
I'd like a new ship creator that was less of a total chore to use. That and structural ship components having intrinsic functions rather than being purely cosmetic.
(I'm probably going to just give up on the game entirely because of how much I loathe using the ship designer. There really are no words to describe just how much I hate it.)

Kind of sad really, the ship creator was the reason I was interested in this game to begin with, guess I’ve been spoilt since first hearing about KV by the likes of Hazeron, KSP and Limit Theory (Then again, Hazeron is ANCIENT!).
Last edited by Naiba; Nov 1, 2013 @ 5:07pm
Draco Nov 2, 2013 @ 9:07pm 
So what about the ship builder do not not like? I is for the most part kinda simple to use. But then again I have been with this prodject for awhile. Basicly I am asking how you feel the Dev can improve on in other then it justs need to be improved. I fyou want more KBS Style then this game is not going to be for you. It is a way differant ype fo game than that.

Now with that being said, I would like to see the first cube reflect the size of the first peace is selected. IE if you select size 5 then that block better be size 5....

Far as flying, I think that is what you are going to get... Now they might revisit that when they are more complete with the game.

Also keep in mind this ia still a project.
Last edited by Draco; Nov 4, 2013 @ 4:12pm
Killmiester Nov 2, 2013 @ 9:36pm 
It'd be great if it had a ctrl-click (and select all) to select multiple pieces when you want to give them all the same sub systems.

Tediously building a ship and even more tediously adding the same sub systems one at a time is probably my least favorite thing to do ever.
Dakili Nov 3, 2013 @ 12:11am 
You can place a module, add the subsystem. After that, right click the module and hit modify. Replace it at the same spot but use the [CTRL] key at the same time. Every module placed while holding the [CTRL] should have the subsystem in them.
Killmiester Nov 3, 2013 @ 9:09am 
Originally posted by Dakili:
You can place a module, add the subsystem. After that, right click the module and hit modify. Replace it at the same spot but use the [CTRL] key at the same time. Every module placed while holding the [CTRL] should have the subsystem in them.

I wish I knew that 3 ships ago lol
Naiba Nov 3, 2013 @ 1:55pm 
Originally posted by JIHAAD Draco:
So what about the ship builder do not not like? I is for the most part kinda simple to use. But then again I have been with this prodject for awhile. Basicly I am asking how you feel the Dev can improve on in other then it justs need to be improved.

Ok, I'll take a crack at it.
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Fixing the Ship Designer.

1) Awareness of where the part is and how you're attaching it:

It would be nice to have whatever module you've got selected and want to attach to your ship visible, so you can see where it is and move it around independently. You should also be able to rotate the part to be facing the correct orientation before attaching it.

You should be able to select whichever attachment node you wish to clip it to your ship by ahead of time, using the mouse. (Cycling through attachment points when you could just click the one you want right from the get-go is so frustrating.)

2) Chopping and changing:

Players need the option to grab whole chunks of their ships, move them around and re-attach them without having to rebuild the whole thing module by module.

You shouldn't have to rebuild half your ship just because you want to make it a little longer by adding a few more modules in the middle.

3) Subsystems:

The current system for subsystem placement is dull. Really dull.

Silhouette cross-section of module. Grid in silhouette. Drag and drop subsystem components into it to fill as much of the available space as possible. Coloured outlines moving inwards using up the grid for different armour types getting thicker the more you add.

Something like that should actually give players a feel for interior layouts of their ships rather than just selecting number modifiers on a stats-sheet.
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Well that’s about it for now. That would fix all my biggest problems with the current system. There's other stuff, like symmetry, but I’m sure most/all of that is planned already, and I can live with a bit of grit in the eye for other lesser things that fall through the cracks.

Also, do you think I should make a new post for this or leave it here?

Thanks for reading.
Last edited by Naiba; Nov 3, 2013 @ 1:58pm
Thurnok Nov 3, 2013 @ 5:35pm 
haha...
I basically had the exact same 3 ideas you listed Naiba!! So I'll second those! Additionally, I will add one more that I would like:
4) Ability to add your own node points to any module. This way, if you want to attach at a slightly different spot than was available with the original object, you could add your own attachment location to it.
Kaypix Nov 4, 2013 @ 8:39am 
Thanks everyone for your feedback :) We'll of course take all of them into consideration as we move forward.
Stickynote Nov 4, 2013 @ 9:12am 
YAY
Draco Nov 4, 2013 @ 4:14pm 
I would like to take this time and say thank you for listening to my suggestion on how you should format your idea.

Originally posted by Thurnok:
haha...
4) Ability to add your own node points to any module. This way, if you want to attach at a slightly different spot than was available with the original object, you could add your own attachment location to it.

You have the abilty to do this already in freemode toward the bottom of the part list is where you change from node mode and free mode.

Hope that helps.
Last edited by Draco; Nov 4, 2013 @ 7:00pm
Thurnok Nov 4, 2013 @ 6:45pm 
I know all about Free Mode thank you. You cannot always place an object correctly in free mode. It has problems with certain things. Adding the ability to tag a new node onto the instance of an object would help out in that respect.

Additionaly it allows you to move the object (when doing a Modify) to another location on the object you attached it, or to a new object, using the same node you created so you don't have to goof around to get it just right again.
Draco Nov 4, 2013 @ 7:00pm 
Well I am sure once they get further along they are going to retouch on things and tweak other things. I feel right now they are just building mold to build on. While free mode will allow you to move parts where you want them but it does not let you add nodes. That is one thing about Alphas what you get now maybe not be the same beast you get when it is done. This company is great about taking on feed back. They tend to keep a very open mind and I mean very open mind.
Kaypix Nov 5, 2013 @ 7:01am 
Yes, our minds are extremely open :)
jim Nov 8, 2013 @ 7:50am 
Here is a little list of suggestions, which comes up to my mind:

- It could be interesting to add some static weapons like fighter guns, missile launchers, torpedoes pods and some really big guns like those you can find in halo's universe ( the ships are built around a large Magnetic Accelerator Cannon, from frigates to cruisers )


- Adding the possibility to put some kind of stickers on the ships with names symbols or numbers would certainly be useless but could complete the personalization aspect of your shipyard and I find this idea seducing.


- The miscellaneous part of the shipyard is almost empty, I don’t know if you plan to fill it but anyway, here is my idea: I think that sensor subsystems shouldn’t be hosted on the bridge of the ships, you could add some modules with antennas, parabolas, radars and then add a command bridge subsystem and maybe a firing bridge subsystem for the biggest ships that require more than a little bridge to manage the weaponry. It could also solve the crew size issue, and mobilize more people on biggest ships: You won’t get a tiny frigate with 14 crew members and a huge cruiser with only 50. ( it’s my opinion)



Once again these are just suggestions and not request or anything else.
Dakili Nov 8, 2013 @ 11:19am 
Originally posted by jim:
Here is a little list of suggestions, which comes up to my mind:

- It could be interesting to add some static weapons like fighter guns, missile launchers, torpedoes pods and some really big guns like those you can find in halo's universe ( the ships are built around a large Magnetic Accelerator Cannon, from frigates to cruisers )


- Adding the possibility to put some kind of stickers on the ships with names symbols or numbers would certainly be useless but could complete the personalization aspect of your shipyard and I find this idea seducing.


- The miscellaneous part of the shipyard is almost empty, I don’t know if you plan to fill it but anyway, here is my idea: I think that sensor subsystems shouldn’t be hosted on the bridge of the ships, you could add some modules with antennas, parabolas, radars and then add a command bridge subsystem and maybe a firing bridge subsystem for the biggest ships that require more than a little bridge to manage the weaponry. It could also solve the crew size issue, and mobilize more people on biggest ships: You won’t get a tiny frigate with 14 crew members and a huge cruiser with only 50. ( it’s my opinion)



Once again these are just suggestions and not request or anything else.


All of the above are things that will be implemented in the future, but as they are not primordial they won't be added for some time.
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Date Posted: Oct 30, 2013 @ 8:41am
Posts: 15