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betaking

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  1. they need to add procedural/adjustable landing gear, something that can "stretch"; there should obviously be some limits, it shouldn't just be "one type of landing gear", rather multiple procedural models differentiated by "optimal size"/"sweet spot";
  2. Procedural wings and Fuel tanks should both follow a system that has multiple "kinds" of procedural wings, analogous to different "parts" in ksp 1. What I'm getting at is that the different "proc. wings" in the part-picker menu would each have different internal structures, that manifest in the form of different "sweet spots" and "diminishing returns" as far as flight-regime and their dimensions, or something else that would take into account/necessitate having/using/researching/unlocking different wing profiles and different wing "types" in the long scheme of things. example: 190X's-191X's frame-and-fabric wings are perfectly suitable for aircraft that are going to be used in lower-speed or 'bushplane'-type functions; using them on a spaceplane or high-performance jet would be a recipe for said wings disintigrating in the airstream however. Some of these wing-types should be able to take additional modifications, fuel tanks for instance, or internal instrument, landing-gear, or other device bays.
  3. I find "communication satelite" and/or other launch contracts somewhat fun, though they could be better; It would be fun to have more thought put into them, with executive meddling from your contract provider; parts shortages/vacancies (such as what lead to the NK-33 engine development; Korolev's first choice for engine designer had been tasked with working with glushko).. fuel-type restrictions ("No Cryogenics; we need this thing to launch on short notice", or inversely "limited Hypergolics, the launch site has both a wildlife refuge and a population center down-wind/down-current"); but for other planets, colonies, etc. I'm not sure that there's going to be the necessary depth to whatever system for settlement managment
  4. Procedural wings, Procedural Landing Gear, Fuel Tank Switch, don't care which one, just one of them. Remotetech if you bother having Soviet/Russian or Chinese inspired spacecraft pods please bother to include a Soyuz Analog. KIS, KAS, have a Module-Manager stock so that isn't something a third party is strictly in charge of maintaining. various sorting and toolbar controls. Kerbal Engineer. FAR/NEAR/Whatever <-better Aerodynamic modeling. stock Props and boats.
  5. it would give a career mode mission for kerbin itself, photographing hurricanes and other things with various cameras.
  6. Parts should be procedural in some cases; as far as fuel tanks themselves are concerned I think that there should be different fuel tanks but with different "sweet spots" for internal-volume/mass/structural strength/etc. ratios, and some simply shouldn't be compatible with either certain flight regimes/environments or certain fuel configurations. More importantly: -Landing Gear/Wheels -Wings/Control surfaces -Ladders these things do really need to be procedural as they play far more significance in the design of various vehicles.
  7. All I know is; for either KSP 1.11 or KSP 2 +expansions or whatever; -> Adjustable Landing Gear; so you know, there's actually some ability to adjust/manipulate the ride-height of spaceplanes and the like without breaking up the lines of spacecraft. ->adjustments to wings/control surfaces that allow for surface material tweaking, so you can add full heatshields to the bottoms of wings, perhaps going so far as to introduce stat changes as far as COM or part density/mass/etc. ->procedural wings (or wings that are substantially adjustable) would be even better. ->stock fuel-tank/fuel-switch adjustment system; yes this could mean some tanks get downsized/phased out as redundant, whatever... it's more sensible to have this be a stock system rather than leaving it to mods that introduce 1000 different standards,
  8. what I was proposing would basically be that, but also allow for "fudging" a bit when needed without resorting to clipping, you see each "sweet spot" would be different. that or there could be "fixed ranges" for certain fuel tanks (IE: you can only make it so much bigger or smaller.
  9. various mineral and rare earth salts, hydrothermic vents, use as a heatsink for various high-temperature reactors. radiators work much better if they're underwater don't they? bioluminescent-squid/bioluminescent-fried-calamari. honestly the thought of having a planet/moon in game like Europa and not being able to build a submarine to explore its subsurface ocean seems kind of incomplete.
  10. you're forgetting one thing, Landing gear that can be stretched or extended. Ideally "procedural" tanks and wings and landing-gear (not sure about solar-panels) would follow some basic logic: -there's a variety of tanks/wings that are "procedural" and are differentiated from one another. -when adjusting for size or whatever specific fuel-selection, or if it's shielded, costs in terms of resources (and/or funds if they're added) scale with the part.. not all parts have all options as I think "exotic fuels" are different enough from "real world fuels" that -stats like mass, drag, lift, etc. also scale, but here's the catch. this scaling is not linear, nor "universal". it follows curves. example: ->starter wing: either frame+canvas or fiberglass.. (depending on if they bother including propellers in stock KSP2); designed for specific (mostly lower-speed) flight regimes, it's lift/mass/drag/etc. ratio is optimized for making smaller aircraft and will display increasingly undesirable traits when you expand beyond this size-range (or go to far below it). ->tanks that have structural issues if you "stretch them" too much depending on the amount of acceleration or pressure you expose them to. but yeah fuel switch, at least for "normal" fuels would be a must IMO.
  11. if it is possible to do logic gates with a presently existing KAL-1000 it's not in a manner that is really beneficial or relevant, at least given the information the ingame encyclopedia provides. I mean there's a lot possible in KSP but having things set up so they don't require painful/agonizing guesswork at every step in the build process would be helpful.
  12. Concerned about the wings, has the same problem the ksp1 wings have where they don't have much in the way of variation. Hopefully they switch to a system that is more procedural-like, even if it's "procedural with limitations", as that can allow for a greater variety of design options.
  13. I Think wanting submarines is actually valid, even if it's reserved for an expansion. Especially since KSP2 is going to be concerned with colonization having seagoing vessels, or the ability to build aquatic infrastructure is an important aspect, by which I mean both surface and submersibles.
  14. have a similar problem, (Using windows 10, 8gb of ram, A10 desktop APU and Radeon HD7770; yes I need to upgrade but whatever). furthermore it gets even weirder for me; the process will be closed in task-manager but there will be a process that will be running the background that might prevent me from deleting or editing the mod files...
  15. echoing some of this: I'd like the landing gear and maybe even the regular wheels from the Kerbal Foundries mod be added, perhaps not the full KSPWheel implmentation but certainly the basic idea of landing gear that is extensively tweakable in terms of being able to be more easily tweaked. Improvements to solar panels would be nice too, something along the lines of a Soyuz-style 3-panel fixed setup would really benefit Making History. But as far as I'm aware the things that would be best implemented into stock (that I haven't mentioned yet): ->Restock, Restock Plus, and KeR-7, as these add parts that were otherwise "missing" from the stock game and more importantly Making History ->RCS build aid, because it's stupidly useful. ->Speed Unit Changer or Speed Unit Annex: either one, simply makes it simpler to fly in some regards. ->Airplane Autopilot and "Plane Mode" for their useful additions to atmospheric flight. ->various other mods for things like the VAB/SPH that help add degrees of precision that might otherwise just be down to luck/extreme amounts of patience, such as Maneuver Node evolved or editor enhancements. ->From the Eyes of a Kerbal/allow us to go first person while EVA and/or in a seat. ->NEAR or FAR style improvements to aerodynamic models. ->1.875m scale Soyuz, either HGR, or preferably something more like a scaled-up Tantares, though that's perhaps "too many" parts for someone like Squad to feel comfortable implementing since many clearly possess limited uses, while I'm on this subject some titan II-style parts for a more accurate replica of Gemini. ->Greater number and variety of "Service Modules" or "service compartments", resembling either "Universal Storage" or Near Future Spacecraft in terms of functionality. ->SCANSAT and Dmagic's orbital science ->Kerbal attachment system because cables and ropes would be useful. I agree that something like Kopernicus should be added as a stock API, or at least some of the changes it implements should be implemented in stock.
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