You set the destination in the Journey Planner and create all the necessary maneuver nodes BEFORE launching the mission.ģ. You create all the necessary action groups and the KAL recordings for the unnamed craft.Ģ. Ok, after reading through the previous discussion I realize there's one thing that I mentioned in the OP that needs more explanation: integration of the visual scripting language with the Journey Planner (maneuver nodes), the onboard equipment, the control deck, the manned command center.ġ. Long live RemoteTech! Unleash it with visual programming! "99% of the work is in design and testing - after launch we hope for the best"Īnd I'm sure there would be a lot of interesting variation and emergent gameplay from this. "I need to send crew to be able to control in-proximity probes in real-time" "I found a mistake during the mission, I can't control the probe in real-time, but I can update the software" "I messed up the programming, but I will learn from the mistake and do better next launch" (just read how hard it was to send successful missions to Mars) "I hope I did a good job and everything works, because it's out of my real-time control now - I just get the instruments info and watch the show" I think the game would have a lot to gain from giving the player learning experiences: It really ties in nicely with reusable craft, logistics automation, and delivery routes system. This means a faster rhythm of craft iteration and discovery. Unmanned craft would be useful but limited, dispensable, even launch-and-forget - not as important as manned missions. So there would be a bigger motivation to send actual exploration crew and would ensure gradual discovery of celestial bodies. Previous point means also that early in the tech tree only manned craft would be able to see a direct close-up real-time interactive detailed view of celestial bodies. This could also mean implementing a Probe Control Center, like an instruments deck similar to IVA view. Unmanned craft would be pre-programmed, re-programmable and remotely controlled with distance-proportional-delay and using limited information (using data from hull cameras, telemetry, sensors, science and other instruments). Manned craft would be even more important because they could allow the control of probes in proximity: this is motivation to create space stations, colonies closer to unmanned mission destinations.Besides, we can always time warp to get the science points. This has a small impact on tech progression if experiments would also take time to run as implemented in Kerbalism. Manned craft would be controlled in real-time as usual, but it would take some time for scientific results to be transmitted to the network of colonies. Let's have an open mind and think about it. I think this would allow adding a feature (stock or as a dificulty setting) that would make the game even more interesting: ( manned craft or ground support = command stations unmanned craft) communication delayed by the light-speed limit of causality.
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