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peadar1987

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Everything posted by peadar1987

  1. I agree, except for orbital mapping, which is an idea I really like (and is more related to the orbit you choose, rather than the time)
  2. I agree. Your fuel and electricity already show up on the HUD. Squad could have made it so the only way to find your battery's charge was to right click, or to find your fuel level was to exit the spacecraft, EVA over to the tank and read a hard-to-interpret dial, but gameplay is so much better the way they've implemented it now. Kerbals can clearly tell what biome they're over, otherwise EVA would reveal nothing, it's not too much of a stretch to let you know in real-time.
  3. This has my full support, it would be amazing! (Science system has so much potential!)
  4. The Devs have said they're not going to do this, as people could just timewarp to get science. I'd be happy with a fixed science payout on installation of a module, which would at least make space stations and bases in some way valuable in career mode.
  5. Yeah, I have the exact same problem, not quite sure what it is, I've tried deleting everything associated with the plugin and reinstalling. Strange! And a pity, because I love this mod!
  6. I'd like to see it implemented as small bonuses for having well-trained/experienced Kerbals on board (I wouldn't mind if you had to train the Kerbals yourself, if they gained skills from doing actual missions, or both). You could have: -Science bonus for a scientifically skilled Kerbal -Increase in control authority for a skilled pilot (+5% reaction wheel torque, +5% RCS thrust or something) -Reduced power consumption for a Kerbal skilled in engineering -Increased durability for your spacecraft for a Kerbal skilled in repair. I'm all for increased personalisation of Kerbals, different hairstyles and facial hair (and female Kerbals, he whispered under his voice) would really enhance my enjoyment of the game, and a unique skill set for each one would be a huge bonus. I'd love to plan my crew for a dangerous mission, do I take my best scientist to maximise the returns? What if power is at a premium? Would I be better off sending an engineer? No weight allowance for any extra parachutes or landing legs, maybe repair would be a better option... And all of that is useless if whoever I put in the pilot's seat doesn't have the skills to wring every last drop of authority from the controls
  7. I'd settle for thicker clouds and higher temperatures. I would love to land on Eve, having specially selected parts that could survive the conditions on the surface, with lousy visibility. Heck, I just can't wait for the Devs to implement weather
  8. I play with a couple of mods that add parts, and they often don't mesh well with career mode
  9. Awesome photo, thanks! The main problem with my orbiter is the sudden change in the centre of thrust whenever the SRBs cut out, angling the orbiter engines and the SRBs inwards would definitely help with that. Then I can stick on secondary engines aligned with the orbiter centre of mass for circularisation after the external tank is jettisoned.
  10. So my current challenge is building a partly reusable vertical take-off space shuttle. I can get it so it is balanced with two SRBs on the external fuel tank and the orbiter engine firing at the same time, but when I jettison the SRBs, I have the problem of off-centre thrust. How do people deal with this, and stop your beautiful shuttle cartwheeling into a fireball? Is it simple a matter of rolling the craft onto its back and choosing the right pitch angle so the off-centre torque from the engine is cancelled out by the tendency of the craft to topple under gravity? In that case, I have a whole new-found respect for anyone who was able to pilot that thing!
  11. It's not about killing lag completely (that's probably impossible), just reducing it by non game-breaking means, which I think is perfectly reasonable. I'd much rather the game lagged a bit than dictated to me what I could and couldn't do based on part counts, however, if there's a sensible way we can reduce lag, I think it should be done.
  12. I'd like Mods like ISA Mapsat or ScanSAT to become stock, and you get science points for the proportion of a planet you map, and the resolution the maps are at (so you could map most of the planet from a high altitude at low resolution in a few orbits, or park in a very low orbit, get high resolution maps, but only sweep across a narrow band of the planet each time)
  13. I've had a wee think about this, and although it's a clever workaround, the main cause of lag (I feel) is excessive strutting. For my bigger creations, I have at least 5 struts per fuel tank cross bracing them together, and a nice network around any stage separators. I'd hazard a guess that they probably at least double, perhaps triple my part count. I think my problems could be better solved by Kerbal Joint Reinforcement. That would cut down on my strutting big-time, but also have far less potential for abuse (unless I start going into the .cfg files and changing properties at will, but you can do that in vanilla as well)
  14. I'd like to be able to at least see the flavour text when I take a soil sample, just for fun! Even if the actual science gathering isn't enabled.
  15. I was thinking along the lines of a circular maglev system, so for your 8km/s you'd have a centripetal acceleration of (v^2)/r, which works out at a radius of just a shade over 800km to keep the astronauts from being pulped. Hmm... Really should have done the maths before posting about it on the internet! It could still be a possibility for rocket launches I suppose, a floating launch platform 20 to 30km above the ground to get above the worst of the atmosphere. Doubt it would be worth the effort though.
  16. Mission controller has a feature where if the chutes/mass ratio is high enough for a discarded part, it is recovered, and you get back a fraction of the capital cost. I doubt it would be too hard to implement something similar for science if an enterprising modder wanted to take on the challenge
  17. This reminds me of an idea I once had for a "space gun". You'd have a floating platform, filled with hydrogen (or helium, or you want to make Jebediah cry), with enough buoyancy to hold up a large railgun, powered through a tether from the ground. Payloads get lifted up to the platform, loaded into the railgun, and fired into a suborbital trajectory, whereupon they can be placed into a stable orbit with greatly reduced delta-V. Never got round to crunching the numbers on it though, so I have no idea if it is in any way practical
  18. One of the main problems is with "feedback loops". Increased CO2 warms the atmosphere, that's not up for debate, it happens. What's less clear is the extent to which it will do so, and the magnitude of these feedback loops. The loops are things such as CO2 stored in the ocean, water vapour, and methane trapped in permafrost. We heat up the planet by maybe 0.2 degrees with anthropogenic CO2, as an example, a load of CO2 outgasses from the ocean, the fraction of water vapour in the atmosphere increases, and some methane is released from the permafrost. These are all greenhouse gases, and cause more heating of the planet, which cause more greenhouse gases to be released, which cause more warming, and when things eventually stabilise, we've seen a heck of a lot more than 0.2 degrees of warming.
  19. How hard could it be to add a "female" hairstyle, a rounder jaw, and a few more "female" suffixes to the name generator (Rayly, Geofette, Shellia)? Keep the body shape the same, give them the same space suits, and shut us all up for the minimum of effort!
  20. I got a little further, managed to fly past my target about 600m away in a retrograde orbit, at a closing speed of over 4000m/s. Almost wish I'd hit, because that would have been a COOL explosion!
  21. I'd prefer more experiments, more science apparatus, more biomes, day/night variation, and far higher diminishing returns/one shot experiments. I think that would remove much of the "grinding" (at least from our end, it's probably an immense amount of work for Squad to make 20 or 30 different biomes for each planet, with descriptions of the results for maybe 15 or 20 different experiments performed in each one, seismic readings, radiation levels, magnetic field, soil composition, gravity, volcanism, atmosphere, etc.) And also some science reward for a manned base or space station, perhaps a one-off science payment when you add a specific module to a designated space station core part. Different science modules could have different requirements, some need lots (and I mean LOTS) of power, some consume fuel, some need Kerbals to man them. These could be along the lines of "zero-G materials laboratory", "self-contained environment experiment", "ant colony", or whatever. I think the lack of a real point to space stations and bases is one of the major gripes most people have with science in .23
  22. I don't know how easily implementable this would be, but would it be possible to have "Biomes in space", so you could launch probes to investigate the van Allen belts and magnetosphere of various celestial bodies? Mainly for a "more science" sort of a vibe (the more experiments I can do, the happier I am!), but also for if life support is ever implemented, ensuring you don't put your Kerbals up for a prolonged stay in Jool's van Allen belts could be a cool feature. Maybe once you've sent a probe into the belts with the appropriate instrumentation, you could then toggle them as a feature on map view, like debris and flags.
  23. Maybe Eeloo or some of the moons of Jool could be invisible at first. Gilly as well. And gravity, atmospheric composition, temperature, radiation levels (if they are implemented) should definitely be hidden from you until you've done the relevant tests as well.
  24. Not sure how hard it would be to implement (and especially to animate), but I'd like to see a tether in the game, so your Kerbals can do EVA science or manoeuvres without having to worry about drifting away into space
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