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HobbitJack

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Everything posted by HobbitJack

  1. I'm most definitely excited about the new science system, when that comes. The one in the first game eventually falls flat on its face, so I'm absolutely hoping that the new one feels more engaging -- though I must admit I don't have any clue what it might be.
  2. I could see this working well with the Interstellar Consortium mod; maybe integration could be planned?
  3. Can't figure out how to quote your quote, but that's the gist of what I was going for; integrated landing legs into fuel tanks. However, maybe (cause the is KSP) doors could be added, protecting the legs, thus requiring EC to open? Then the price and mass can be bumped up and hey presto inline landing legs.
  4. I'd also like some new ion engines, maybe some like the AFTER in the(I think) Near Future suite.
  5. I agree. Life support has to do with kerbals, not electric charge.
  6. Any specific reason, or simply to see the fairness? Also, what was the result? P.S. I love that answer.
  7. I actually wouldn't mind having limited recharge cycles for batteries or decay on RTGs. If there is, however, I think it should either be a. Lenient toward the player or b. a difficulty option. Shame I can't program in anything except Python... Then maybe we could also have a slight "range" in vitality, like a battery lasting from 35-45 cycles, or RTGs for 20-30 years. Or not. KSP is a fun pastime, and, also, not everyone would like it. That's what happens when a change comes. Take a look at other games with similar issues. For example, in a game called Darkest Dungeon, there was a system the Devs introduced called the Corpse system, and many players disliked it. So what did the devs do? They made a difficulty option! (Obviously, that was something the devs introduced, not something some fans suggested, but the point stands) Video games SHOULD have difficulty options so everyone can have fun. I feel RTGs should have decay as every power source has a caveat. Solar panels need the sun, Fuel cells need fuel, and RTGs have what, a low power output? That's not enough.
  8. Hello! For a school project, I am the treasurer and had to create a little spreadsheet to keep track of expenditures, but over the course of an hour-and-a-half, it ballooned into a full-blown budgeting spreadsheet complete with charts, excess tables, hidden math and more! I know spreadsheets are considered a "nerdy" tool, and now I see why! Other than this, the only other spreadsheet I can think of would be a little nerdy would be to keep track of my KSP launch vehicles. What is/was your nerdiest spreadsheet?
  9. The whole point is to avoid clipping. Can you put a landing leg inside a fuel tank in real-life and expect to receive no capacity issues or have it actually be able to land? Also, part clipping looks UGLY.
  10. Take a look at this game I just played Note: We lost this match
  11. Bowling Alley wings. The local bowling alley has the most greasy wings you'll ever come across. Right after working out, too.
  12. I play war thunder and get an average of ~10 kills a game. (planes). The people I face must be pretty bad.
  13. You know you've played too much KSP when you just finished your non-timewarp mission to Eeloo and back.
  14. Yah, the main reason I suggested it was because I HATE part clipping, but also for other reasons. I NEVER use part clipping, but I rather use part clipping to get my "inline landing legs" than have them sticking off the side. The reason? I want them to survive my crazy ascent profile through Eve.
  15. Well, I guess I really didn't think about part clipping. This thread is kind-of irrelevant now.
  16. I'll make this short. Landing legs, while useful, stick off the edges of your craft. It could be useful to have some inline landing legs, maybe part of a fuel tank. would be great for landers, the only problem I can CURRENTLY see with this is the placement on the tech tree, and the usage besides reducing a small amount of possible explodey parts. Your thoughts?
  17. My installs: KSP2: My main, 1.3.1 modded install RSS: An old Real Solar System install KSPwar: A BD Armory modpack KSP: My up-to-date steam 1.5.1 install
  18. I play with the following very-loose rules: 1): A body (With the exception of Kerbin and its moons)must have at least one science point collected from it before Kerbals are allowed to enter its sphere of influence. 2): All launched ships must have an antenna. 3): If I forget to open the solar panels before the battery dies, I may turn on infinite electricity to open the solar panels but must subtract 10000 funds. 4): I refuse to have floating parts in career games. 5): At no point may any extraplanetary craft crash into another body (All about preserving the natural characteristics of the bodies ). 6): Before R&D can be upgraded, all possible nodes MUST be upgraded 7): 100000 funds can be purchased for 1000 science or 200 reputation (Thru Alt-F12).
  19. What mods do you have installed? You posted in the modded tech support, so modlist (screenshot of GameData) will be greatly appreciated.
  20. I would like a lock as this problem obviously won't be reviewed.
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