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brygun

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    Bottle Rocketeer

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  1. Some of my KSP1 interplanetary craft included the telescope piece not for watching asteroids but representing extensive gear for navigation. Part of it to look for certain stars/quasars for angle and to look at planets including Kerbin to determine your position. Repeat to get a current velocity to see if you need to make course adjustments in your many days/weeks/months of flight.
  2. This is a good thing to add. Im used to using pitch not yaw for inclination. Never understood why KSP1 assumed you would use yaw for your angle of launch. To me the forward direction up down is pitch not left right. So I to would "Q" my rockets on building.
  3. please with keybind options. I play several build stuff games and they arent always the same. I d like one rebind to what works for me personally.
  4. Wherever we have sliders, not just fuel tanks, we see a number next to the slider. I keep wanting to click on the number to type in a specific value rather than fuss with the slider up and down trying to get exactly ###.
  5. Be nice for multi part fuels to have the sliders set to match so we dont end up residual fuels say with 50% of one and 100% of the other. Should be an option, not always but an option, to have the sliders move together during changes.
  6. Be nice to have an XS version of the radial attachment point. Useful on rovers or installing small probe core backups.
  7. Be nice to have the 6 may multipoint connect at different diameters sizes also... 1.5 tons for it, the mass of a command pod, always seemed wrong in the original game.
  8. Id like to have an airlock at the end of a cylinder. An airlock like i keep thinking as letting you disembark any of the crew onboard by clicking on it. A little platform for walking out I could make with a structural piece and a ladder but I dont have the end door. I can stick a coupler there. Query on having couplers be airlocks like that. Maybe as a design selection switch adding some weight for it.
  9. Additional thought is to give the crew space one an option to have an airlock where clicking on the airlock brings up the option to bring out any of the Kerbals onboard.
  10. Start in VAb Switch to runway/airplane mode put a starting part Now add a fairing Now change the length of the fairing. The fairing moves up and down NOT horizontal with its build facing. It actually moves off from the vehicle all together.
  11. From what i can see my root part is now a comm dish..... >-< I need to be able to move the root part as Im trying various different arrangements. Also do this in the horizontal (runway) not vertical (rocket) arrangement. Apparently this is but as "assembly anchor" Note that the tutorials crashed out on me so if it was in the later tutorials I wouldnt have seen it.
  12. Id like to have an airlock in different places. This doesnt need to add a crew space. I used to use the 2 person cylinder but it seems to no longer have an airlock. The 1 person lander is useful but it sticks out beyond the basic diameter. Can you give us airlock parts matching the cylinder diameters. On clicking the door the game would bring up the list of the crew and allow us to choose who comes out. There would be no flight controls so it should be lighter than the lander cans.
  13. Expanding on a suggestion I was making on an existing thread about having the clumsy Kerbals: A suggestion to give us options in making Kerbal outfits. Putting the framework in to have at least 2-3 lets Devs or modders add more later. As an outift gets features its bulk goes up. The amount of bulk affecting the Kerbal's ability movement rate and how stable they are. Perhaps coded as a weight mass separate from their own mass. Some of this might be done by letting them carry different jetpacks. The minimum 3 would be Clothes (casual looking, can choose one of several appearnces) Light suit (suitable for safer planets like Kerbin) Space suit (with the jetpack etc) The steps in clothing being: - Cloth (meant for civilian, no air, no jet pack, can be a few styles like hawaiin to jogging to business to Trek-like) - Air flight suit (meant for air crew, no air supply, minor heat protection, has a parachute) - Crew suit (meant for people inside space stations or during launch, short air supply, minor jetpack fuel, has a parachute maybe) - Space Duty Suit (the normal space suit, heavy, has normal long air, normal jetpack etc) - Ground duty suit (regular protection but no jetpack thus lighter and easier to walk on planets with) - Racing Suit (a space suit variant with less other things to have more jet pack fuel) - Heavy duty suit (adds bulk for better resistance to hazards like heat)
  14. Suggest that space suits are bulky and not easy to move in. However perhaps we could make it possible to issue them different outfits with different bulk. One option would be just clothes with no air supply which is like a business suit or casual clothes. the steps ill put in a different thread
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