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Heineken

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Everything posted by Heineken

  1. Hello ScanSat. I Absolutely love this mod. Space exploration is best described as mapping the planets, and don’t know why this isn’t part of the stock game (toggleable). Just as the suggestion I wane make is not a fault in the mod but in the stock game, but the fix depends on your mod. MAIN POINT: I hate that the planes and spaceship already know over which biome they fly even at a virgin celestial body, “High in space Mimus Highlands”. Is it possible to make space (& atmospheric flight), depend on a biome map to know there biome? Of course customizable for which type of situation a biome scan is needed . I already try to adjust my playstyle to take regard of this flaw. But its tedious and still miss a General “unknown” biome”. Especially since many useful mods that help collection biome dependable science use this “known” biome to enhance their usefulness. So I really miss a general “unknown” Biome. (?no biome dependable science possible at “unknown” biome? Fix for later time). Would this be possible to implement, or implement without the “unknown biome”? Yours Sincerely Heineken
  2. Hello Blacsky33. You wanted feedback. And I will provide because this mod can be great as it is ingenious! One simple; Add Ckan Capability First of all. Improve the info page. It’s hard to read and even harder to figure out what this mod actually does. (example good info page ,Dtobi, http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/ ). Make a base Parts list, and use Reviewers video for even more exposure (KottabosGames:https://www.youtube.com/watch?v=PF9PHQBV-L8.) Second: I had your mod installed. but don’t have it anymore because of the incoherent parts it add. what I mean with this is. This mod are actually 3 standalone mod. but you can’t download it that why and each cluster is undervalued that way. I would love to see this mod been split up in 3 major and 1or 2 minor Interior and Exterior parts. I would say this is one of the most innovative mods I have seen. To actual use a INT & EXT. genius, just a mod that add this and only this would get much more love solo than in this cluster. Solo, this can be expanded not to depend on Tweakscale for other sizes than the mk1. Best is of course to have each basic part be able to scale up/down (like producenal fairing bases). And add part for different length (with a max lenght) There still doesn’t have to be a 1000 part. By utilizing the Interstellar switch instead. Since Tweascale change gameplay a lot while Switch uses the same textures/parts for different “fuels”. (moste have switch already because of dependency’s) Interior/Exterior, kerbal tubes/cargo bay I’m still looking for a fueltank/ crago bay that can fit around my tubes for when constructing bases. (using connected living spaces, so a normal tank blocks access) MOSTE INPORTANT!: IF it’s possible let the Exteriors (with working decouples) be connected with normal parts. This would greatly decrease the part count. While retaining its use (sliding an exterior around a regular “fuel tank/etc”) Cargo Bays Beautiful. Again the ingenious way of sliding. Release it Solo like it is and the love will come. (for int/ext cargo bays, incude that in Above mod). Better don’t rely on Tweakscale. add even more size, better jet add a sizing option like in producenal fairing bases. Nuclear engines: Simple stand alone, just a other engine mod. For those who want the engines. Minor part addition For the part that don’t fit in the other clusters and are still very usefull and great. Service module Mk1/Mk3 inline command pod Mk1/Mk3 Modular adaptor (since stock dont have/very bad) -volt -Decoupler -Service module Inline misetry Goo Inline landing legs! Separator LK??? I hope that some of these will help you and i would love to be abel to utlize the ingiunus INT/EXT & cargo bays some day and the Minor parts (im not a fan of all the engine mods & realy dont like tweakscale) Yours Sincerely Heineken.
  3. BUG: Upgrade base fairing not working in career or Science mode only 1,25 to max 1,5 available. Unlocked technodes for fairingbases 0,4m - 12m. Works fine in sandbox mod. Read FAQ. I use a lot of mods but since this only doesnt work in R&D modes these are the one that my influnce it? 1. Parts upgrade & (sas) -http://forum.kerbalspaceprogram.com/threads/123323-Beta-Merill-s-plugins-PartUpgrade-NoseConeWithTank-new-EngineCooler?p=2002413#post2002413 -http://forum.kerbalspaceprogram.com/threads/130540 2. Community Tech Tree -http://forum.kerbalspaceprogram.com/threads/100385-1-02-Community-Tech-Tree-2-1-last-updated-06-05-15 -http://forum.kerbalspaceprogram.com/threads/122571-1-02-OpenTree-A-tech-tree-with-more-freedom-and-accessibility-%28v1-0%29 3. Procedural Fairings - For Everything! -http://forum.kerbalspaceprogram.com/threads/126788 How to Fix this?
  4. Hey, I realy like this mod telescope but i ran in some proplems. - Extract the "experement" data form the RAT isnt possble, (a kerbal extracting the science?). is this not inplemented? if not, will it? if yes, how close do you have to be?
  5. Don’t mistake my intention RemoteTech is the best mod there is and really makes KSP. But I’m finding some things a little strange, and would like to have some light shine on by the developers and/or player. But first of all the my opinion of the latest discussion, propes out of range are lost. as of facing the wrong target, well read what i miss in RT. I won’t elaborate why in prospect of reading time kerbal has only 1 space centre (unless to powerful mod), But only 1 coms dish array who’s power doesn’t get stronger with upgrading? I find it strange that the KSC has a fixed coms range I really miss the opportunity to buy/build (for other celestial bodies) ground connected coms dish arrays. That also can be ranged upgraded to increase range. (having a small prope sitting next to your TS who is stronger than the TS is really strange!) Sending and receiving. This is my Major point, of course receiving information requires a connection, but it shouldn’t be that difficult to receive info. Transmitting on the other hand should require a much stronger dish. RT tries this a little with transmitting power but this only applies to science. I would love to see the Sending and receiving max range split up. This allows for a lot more specific antenna usages. Like: Omni’s only can receive info they can’t send info. This means u can control the prope but not use it as a relay. (or really nerve relay connection) Dishes can receive info in a Omni direction (can nerve Omni receiving distance, in favour of also having a omni anntena), but can only send/relay in cone connection (and/or buff receiving in cone connection) This would allow for a difference In relay purpose antenna’s /satellite and end stage antenna’s /satellite also it fixes lost connection because it’s the facing wrong target since all receiving info is in a Omni direction. plz shine your light if this is possible, and or a good idea. Or what it needs to become a good idea. Thx Heineken Why?: I hated that my comms array needed receiving and sending antenna’s , 1 facing the relay, and 1 facing the relayed, and then one for the target. Instead I would like to have 1 transmitting comms satellite in high orbit with strong dish, with a couple in receiving in low for covering the dark side of planet without having each low comms needing big dish antenna for contact with the high comms.
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