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ItsMrCamper2u

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  1. EC capacity damage would be good for the command pod as well as external batteries. 200 EC capacity becomes 100 EC with 25% damage etc etc. That would of course effect your ability to transmit large amounts of science data before running out of power effectively killing your transmission and also limit the amount of recharge you get from your solar panels meaning you might not have enough capacity to keep your ship powered when your orbit takes you to the dark side of whatever you're orbiting. Also, having a KAS engineer being able to fix these things with the attachment tool would be cool. Imagine you get a damaged fuel tank and it slowly starts leaking fuel in space meaning you have (X) amount of time to EVA with an engineer and repair the leak before you lose all your fuel. The longer it takes you to EVA, the more fuel you'll lose. Same for batteries... You take some capacity damage in a collision meaning you won't have enough power for the dark side of your orbit so you have to EVA, repair the damage and still allow enough time for solar to recharge the lost capacity before you hit the dark side. Well, unless you have an RTG or something to produce EC away from Kerbol's light. (RTG could include damage which could = less EC production per sec) It would also make taking an engineer more important due to the risk. At the moment, apart from attaching things away from the VAB, the engineer doesn't do much other than repairing damaged wheels and damaged solar panels and even then only if you have KAS installed. Being able to repair damage would make the engineer as important a kerbal as the pilot is for flying or the scientist is for being able to operate a lab.
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