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Kerbin Von Braun

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  1. No I hadn't, thanks! Sounds like someone already made what I wanted XD. Here I was thinking I'd checked too...
  2. The gist of it is this, a mod that added support for surface attachment nodes (the green bits you snap to) at the midpoint of certain parts, like the orange fuel tank, would make life a lot easier. When designing large-scale landers for lunar bases for example, I've found that being able to land a horizontal tube is much easier than a vertical tower. However, getting the placement of all the parts to be symmetrical so the craft is stable as the fuel burns is... challenging, to say the least. Having a tool to place surface attachment snap-to nodes at midpoints of certain parts would make that a lot easier, and I assume that any mod capable of that would lead to fantastic build flexibility that could lead to all sorts of new and different community creations. Off the top of my head I imagine this would be useful for large rovers and surface base components as well. So, thoughts? Opinions? Anyone like that idea or have any clue how to pull it off? (And would it be foolish to dream of being able to one day place things offset from the CG by a specific # of meters?)
  3. Dynamic lighting for low light conditions so that the dark side of kerbin is actually visible when the sun isn't blinding you, or you can see your craft when in shadow of a planet. Its like when your eyes dilate to let more light in in dark conditions, but your screen is locked to the conditions for bright light.
  4. http://www.iflscience.com/space/nasa-reveals-latest-warp-drive-ship-designs about 56 minutes in or slightly before he discusses what happens when the warp bubble hits mass, whether its a dust mote or a planet the process is the same, the results can be spectacularly different however XD
  5. A science part that will generate a small amount of science over a long period of time, useful for space stations. Like a kerbal monitor or something, maybe a plant experiment? Idk, something heavy and used to long-term experimenting. Perhaps with different experiments it can run that have to be shipped up to it or something. Also, the ability to transfer experiments like resources, so that you can meet with a busted craft or ground base and move the experiments/data to the mobile craft for shipment back to Kerbin. EDIT: More ideas;Something that lets you monitor what Biome you are in/over. Extra science from easter-egg sampling/monitoring (mun arch, duna face etc).
  6. It seems like that would only matter for the crew report, a sample's a sample's a sample, if it comes from the same place its worth the same amount. However I could definitely see different kerbals having different views on EVA or inside-the-craft reports.
  7. yeah but this is a video game with 1/10 scale so its easy for ANYONE to go to orbit . Feel free to mod a "hardcore" version yourself, there are more than enough people for it to be interesting/popular, but please refrain from sarcastic comments on ideas people think may make the game more fun for the rest of us. Thanks for reading this (please don't read that as too bitter/aggresive, i meant it as a friendly suggestion). Dr (EDIT: This is supposed to be to the gentleman who made the MIT comment above, my apologies, im new to the forum's tools)
  8. Along with some telescope/camera parts I think this is a fantastic idea.
  9. Here's an idea. How about multiple tech trees? Like picking a difficulty mode or storyline in another game you would pick your scenario when you start the save, different orders of the nodes or different contents/cost in/for them could make for an entirely different feel to the game. The current version is a good intro to new players but what if there were other scenarios? Like one that started with spaceplane parts, one that made stability components difficult to get so you had to be a good pilot, or different values at each node so it became a lot harder to get to the next level. *shrug* its just an idea but I like the story-telling potential. Thoughts?
  10. Hey everyone, just here to report a bug, does that go here in discussion or on a different thread? I went into the output logs and saw something that said "Report this bug to KospY!"
  11. What about ExtraPlanetary LaunchPads? Has anyone looked into that one yet?
  12. Metal is a seperate resource from kethane. Use green drills for kethane Use Giant yellow Auger/drill for ore make sure you have specific storage for each resource (ore hex cans for your ore miner, metal ones for the smelter, rocketparts ones for the workshop. BASICALLY you want to do this. 1.Put a probe with a kethane scanner in a polar orbit and timewarp till you find a spot with both ore and kethane near each other. 2.Land a Kethane miner/refiner ship 3. Land an ore miner next to the kethane ship 4. Land a smelter (15 tons, its heavy, don't forget power, batteries, and hex cans for both ore and metal) 5. Land a rocketWorkshop thingy with metal and rocketparts hex cans and power. 6. Land a Launchpad 7. Connect it all together with Kerbal Attachment systems, Quantum Fuel Transfer Systems, or rover's that carry stuff. 8. Build and launch your ships! Good luck, doing it legit is hard, if you want an easier way land and deploy the launchpad, turn on debug (cheat) mode by modifying one word in the part file and spawn the rest of the stuff (miner, smelter, kethane etc) from the pad. Hope that helped -Dr. Kerbin Von Braun
  13. Hi everyone I'm new here and know a little programming, what language do KSP modders use and are there any websites or tutorials i could go to to learn how to make mods? Thanks! Dr. Kerbin Von Braun
  14. Main one for me, just off the top of my head, is a small adapter, one to go from the standard 1m size to the "micro" probe size, the current adapters are huge, i'd like a short one like that rockomax-1m adapter, the flat/shorter one. and all the habitation/science/robotics stuff mentioned earlier.
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