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Killrog

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  1. In RSS/RP-0 I can't say how many times I have forgotten to configure RCS ports. After spending hours getting the correct RCS and other fuel ratios, designing the entire launch system for the perfect TWR/Delta-V, and getting the payload into orbit then prep for a maneuver and RCS does nothing... Right click the nearest RCS ports and... Hydrazine. Wonderful.
  2. Agreed, his channel is great! He has built some very cool rockets and I know that I have learned a bunch from him.
  3. I like the idea of certain mods coming into effect with difficulty setting. Stuff like Science alert could be unlocked as you upgrade the research buildings. FAR/NEAR should be a toggle option when starting a career/sandbox that way people that like it can use it and people that like the soup can keep the game that way. As almagnus1 said, FAR/NEAR would require good stock fairings. My list would be: Chatterer Kerbal Alarm Clock Docking alignment indicator (maybe as a pilot upgrade) Science Alert (Unlock-able in Science complex) Kerbal Engineer Redux or MechJeb (for the information they provide. You could cut out any of the autopilot features or make the ones with Autopilot more expensive/fragile) Tweakscale (Some people may think this is a little cheaty but it really helps with making good looking rockets that make sense) Deadly Reentry (based on difficulty) RemoteTech (based on difficulty) Stage Recovery (or any way to reliably recover stages) Distant Object Enhancement Planetshine Enviromental Visual Enhancement Infernal Robotics FAR/NEAR (Toggle at start of career/sandbox) Station Science RCS Build aid Crew manifest Interstellar (or at least parts of it as endgame content) There may be a few others but I think this more or less covers it.
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