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Choctofliatrio2.0

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Everything posted by Choctofliatrio2.0

  1. Interesting... Would that affect how the game runs, especially if somebody didn't use any of the mods? I feel like it'd slow down startup with having to load all those extra resources.
  2. 1: Get rid of the monopropellant. 2: Get rid of 1 of those batteries. They store a lot, and with the panels, you'll be fine. 3: Is that a drill I see? That's not necessary. You have no isru or ore tanks, and you don't really need them anyways.
  3. While I don't think I like those explosions, I do agree the current ones are pretty underwhelming.
  4. So is what you're saying is that you want parachutes to be outside staging because you don't know when you'd need them? I can relate. Generally what I do is just put it at the very end of the list, so everything else will deploy before it.
  5. Oh boy, the tankbutt debate again. I remember when this was a hot topic on the forums... that take me back. While I wouldn't mind it, it's never really been a problem for me. I've never had to build a rocket with tanks too big for their engines.
  6. Nice job. I really enjoy docking, it's one of my favorite parts of the game. (I don't like launching station module after module UP there, but docking them is fun). My first docking was between two identical probes. It was kinda weird due to RCS placement, but it worked out. I'd recommend you only have 1 set of RCS thrusters, around the center of mass, or 2 sets equidistant from it. That'll normally work with ships like those, cylindrical and the like. Spaceplane thruster placement is... weird. I've never figured it out.
  7. So how's this all going? It seems like it's thriving. Any noteworthy missions?
  8. Not hard, but tedious, especially in career.
  9. Hm... On one hand, that seems fine, and would probably work well. On the other hand, I've seen games where modders can change character models... *shudders*
  10. I made it to 600 hours a few weeks ago, but my motivation has kinda petered out. I started a new career a few days ago, so that could get me jump-started again. I'm kinda in the awkward area where I don't have the time or patience to get a whole game running, with test missions and coms satellites and all that, but if I just get into Sandbox and build a Mun mission, it feels like I'm skipping ahead. Idk.
  11. Don't forget, the moon really doesn't seem that big in the sky. You couldn't really project words or lots of colors.
  12. Pretty cool idea! You could even add things like VanAllen belts at certain heights that act as another biome.
  13. I don't think procedural planets is too useful, if only for the community's sake. We have so many challenges and tutorials and stuff, having new solar systems each time would invalidate all of them
  14. I should've clarified. I meant KSP planets, not real ones. If there were a black hole a little ways below me, that would be terrifying.
  15. Kinda like something I suggested, having a time skip. Next to the "warp to" button on encounters and maneuvers, the game just calculates what things will be like when the encounter arrives and skips directly to it.
  16. I'm not positive where it would be used. You could have first person EVAs, that would be fun, and IVA. But not much else you can put it. I mean, having it in the map view or during launch would be very, very disorienting. It'd feel like you're floating alongside the rocket or in space. I'm no VR expert, but that sounds a little vomit-inducing.
  17. You can add a flag really easily. It's just a folder, you can throw in whatever pictures you want. That and removing stock vessels are the most modding I've done.
  18. 100% occlusion, no DSN. I want to explore what I can do with the bare minimum first.
  19. 10 hours... just 10 hours to land on the mun... 10... *dies* It took me like 3 weeks to even try
  20. Well, Kerbals aren't real in any fashion. We know they aren't real. But having a dog in the game, those are real. Many players own dogs. So they'd be a lot less comfortable incinerating or exploding or mangling or Kraken-ing them.
  21. My rockets are poorly designed, and they flip over and run into the terrain. My rockets are crashy, no matter what version.
  22. I've been struggling to figure out the new comms system, but I think I'm getting the hang of it. Sent up Explorer 1, to do stuff at the Mun. I planned on having it impact the surface, but it had no signal for the encounter, so I just did some science and sped by. Much to my dismay, none of my satellites could reach Explorer 1 from its periapsis (I think it was due to Communotron 16 on Explorer's range). I have a pathetic comms network of 3 satellites, though the most recent one, the first in Keosynchronous orbit, has been very useful. I launched it after Explorer, and it managed to get the data off the probe and send it home.
  23. Sent my first rocket to orbit in 1.2. It wasn't designed too well, and ran out of fuel with a periapsis of around 68,000 m. I had to upgrade the astronaut complex so Jeb could get out and push.
  24. So wait. Is the navball setting in the main menu options? Or the options when starting a game? Or in-game? And Idk what you all mean. I never had trouble with the navball before now. I mean, I'd have to open it at the start of the flight, but other than that it stayed up.
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