Jump to content

Paperback Writer

Members
  • Posts

    14
  • Joined

  • Last visited

Reputation

8 Neutral

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. My three favorite stations I have in orbit around Kerbin right now are these three. Called 'Ghost Station' because I originally started designing this station so I could evacuate it and partially destroy it, leaving it dead and abandoned in space as a "haunted" station, but as I continued designing it It ended up becoming too nice of a station to just let it sit empty in space. It has become one of my most often visited stations. It isn't that useful though (as a result of the original intent of the station.) This is the only station of the 3 that uses mods. Andromeda Orbital Space Center, or AOSC is the main hub of my Kerbin activities, as it contains a decent amount of fuel storage for ships traveling to other planets to refuel after reaching orbit. This is also where I do most of my science researching as ships drop off data coming back from interplanetary science missions. Its fuel storage tanks detach and travel back and forth to my ore processing stations around Kerbin's moons to refuel the station's storage. KSS 2.0 is just an experiment with modular stations. This station was built entirely (with exception to the Solar panels and the orange fuel tank), by Space Shuttle, but Its very wobbly though as a result, but its fairly useful. (Sorry its dark.) I'm pretty proud of my shuttle design, so I'll include that too.
  2. Thank you, I won't even need to redo my designs with this. I think this will work very well in the meantime. (I probably could make them better anyway though.)
  3. Hey could you guys just throw in a 2.5 m Liquid fuel tank. Nuclear engines running only on liquid fuel messed up the usefulness of a lot of my interplanetary mother-ships. I would just like to see a 2.5 m liquid fuel tank or the ability to fill up the oxidizer space with more liquid fuel in the existing parts. Thank you. -PBW
  4. Anyone think It would be cool to manage multiple space agencies in KSP in the same save. Make 2 or more agencies that can either work together, or compete. Each new agency having to start their tech tree from scratch, but you can buy new technology from a more successful agency in the save. I'm not sure how much you'd do with the being able to do this, but I thought it would be cool idea. I was thinking maybe have one agency focus on science experiments and furthering science, while the other agency focuses on giant missions to Laythe or such, and then could share research with each other.
  5. I have Remote Tech 2 and I was experiencing problems with .25 not loading the communotron 32 and causing many of my ships not to load and be deleted. I spent a few minutes looking into it and have discovered that if you are having the same problem, all you need to do is go to Kerbal Space Program > GameData > Squad > Parts > Utility and rename commsdish16 to longAntenna. (the pre-.25 name of the part file) I think if you are expirencing any problems with stockalike parts not loading, if you rename the part the mod's part is based off of back to its pre-.25 name, it will fix you're problem. This will probably break with updates, but its a temporary fix to avoid your ships being deleted until the mod itself updates to fix this.
  6. That mod is pretty much exactly what I was looking for. Thanks. There should be a similar feature in Vanilla KSP though.
  7. One thing that bugs me in Kerbal Space Program is the load distance. Especially with the asteroids. Larger asteroids are so big they just sorta appear right in front of you. As a suggestion, I think you should make visual models load at least 10 km away and then have physics load at 2.5. Or as an alternative solution I think you should add a setting where you can change the visual and physical load distances (independently) in vanilla KSP. I personally like watching stuff come in from really far away, and to have stuff like asteroids, which would look cool to slowly get closer, to just pop into existence right in front of you really ruins the mood. -Paperback Writer
  8. Yeah I agree. I forgot about the shift in the center of mass due to fuel usage. The second you burn any fuel will cause it to be off center, making the thrust node pretty useless. Having said this I still think it would be a nice addition to the game so you can get the rcs CoT in the general area of the CoM when you have situations like the image included where your center of mass is up high and you want (although its not necessary) to have multiple rcs jets in this sort of layout to keep the thrust somewhat balanced. Thanks for your feedback.
  9. Is it annoying trying to guess how balanced your RCS thrust is compared to your center of gravity. Always causing some end of the ship to rotate when trying to make translations. Well what about a RCS thrust node that shows where the center of thrust is for RCS jets so that you can compare it to the center of gravity. What do you think?
  10. When you're working with Jets, sometimes you just don't need that much fuel, so It would be nice if they could add smaller sizes in the Jet fuel like the FL-T200/100. Preferably in all sizes, but Mk1 most importantly.
  11. This is just a little thing I've wanted to see in the game for a while now, nothing huge. I would just like to see a realistic looking little colored light where a planet is (not like a ship marker, kind of like how you can see Saturn at sunset) just so you know where the planet is. It could fade away when the planet reaches a distance where its barely visible without mods. You should also be able to switch it off in settings in case you have a telescope mod installed, where the light would block out the planet if you where looking at it from far away. It's nothing game changing, just a few dots. -PBW
×
×
  • Create New...