• Content Count

  • Joined

  • Last visited

Community Reputation

160 Excellent

1 Follower

About karolus10

  • Rank
    Rocket Scientist

Contact Methods

  • Skype Array

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. "Broomstick" antenna will be useful as it can be folded on service module/station or be used as small relay antennas, independent with larger hull mounted ones. There is a place for all types and sizes.
  2. Lightweight service modules or payload delivery pallets(if you deploy constellations of satellites).
  3. I guess that also it would be great if hot-key action groups would be separate for every command part, for example lander could use other action groups than orbiter despite being launched on single craft and it would make things more clear with multiple vehicles docked together.
  4. It reminded me this: I think that STS-75 was a mission worth mentioning, shuttle had deployed satellite attached to the shuttle on 20 km tether (but cable have broken from stress 19km from shuttle), mission was designed to learn more about gravity gradients and feasibility of using tethers in space.
  5. Due to recent news about KSP interface being re-made by the dev team, I think that it is an opportunity to suggest and talk about part of the interface that could greatly benefit from the changes applied, staging and action groups UI. I would like to suggest merging both systems together so staging is a sequence of action groups and every actions available on parts could be added or removed from staging sequence as well as any action groups could be added as items on staging list. Every part actions currently visible in staging UI would be added to staging list by default so arranging staging would be done in the same way like it is done now but it would allow to modify every item on the list if we want to. For example, we could throw away LES tower(or turn ON payload RCS/batteries) from staging and choose actions from any craft part to be used for staging sequence as every staging step can be edited as separate action group. Also adding action group as an action in the staging list (I know, action group nesting !) could allow to organise action groups on the staging list in the same way like current grouping of the items on the staging list but it could be very beneficial if some day action groups could be executed in sequence instead simultaneously, especially with timers or conditional operators. I would be interested to hear other opinions about the subject and ideas how staging and action groups interface should work and look in Your opinion.
  6. In a way, new aerodynamics model and re-entry heating added just before 1.0 was a move to make this game a complete product which could be treated and sold as one and not early access game that shouts customers in their face that they buy not finished game. I guess that it was dictated by commercial motives as KSP "beta" was surprisingly short and more time could be used to polish and fine tune so complex feature added right after 1.0 was out but I cannot condemn this as there is a lot of games with "first day" patches that fix issues unacceptable for quality games. I had to admit that despite my wishes to keep developing KSP as long as it is possible so it would become a better, richer in content/complexity and more stable game than it is currently, KSP can be considered a complete game, a long way from the fun little game that instantly enchanted me 3 years ago. However, I am happy that SQUAD still seem to keep development of their product after decision to finish was made and it is not a beginning of the end of the KSP growth. As a owner of non-steam version of the game I never experienced issues connected to the updates as I keep the copy of the game in separate folder(s) (if you are Windows user you can use barely used Saved Games directory), if you ever don't want to have issues connected with it you can copy an backup of fresh KSP installation to be immune to the game updating itself and using multiple copies of own game to try out the mods, play with settings or just start fresh without downloading a game again, this way you can also try out new versions of KSP without removing your old instalments of the game and decide to start over with fresh and future version when the changes will be worth doing it.
  7. Well, there may be no sounds in vacuum but you can hear any vibrations propagating trough the hull. I guess that sounds depending on the air pressure could be muffled and then gone in the outside view while there are still a lot of sounds that would be very cool in the IVA, like sounds of docking, impacting other object in space, hull creaking or groaning on different stress(it could be particularly unsettling sounds when entire craft is shaking/wobbling itself apart) and hardware like fans or such.
  8. I guess I would compare KSP replicas more to model-making, trying to recreate details with parts available require similar amount of thought and creativity as making completely new designs on your own. I didn't made much of replicas myself but I enjoyed making (bit stubby TBH) Saturn I block II back in the day.
  9. I don't like the idea of engines overheating at all, most of them use fuel flowing trough them to cool the engine (especially NERVA's also they exhaust temperature would be lower than normal chemical rockets) or they designed to work at 100% capacity and not melt or malfunction for certain duration. I would like to see starting/restarting(with cool-down to arm again) of the engines with it's different capabilities to do so for different types of engines (from smaller orbital engines that are as easy to control as RCS up to massive behemoths(size 3 ones ?) that you can start just once unless it's their special feature) and fuels (RCS-like hypergolics vs cryo fuels). If anyone would add some balancing factor to NERVA it would be adding more gradual start/shut-down of the "nuke" engines as instant ON/OFF shut-down means stopping the coolant as well.
  10. Kerbin is pretty small so getting to the orbit didn't take too long, especially with old drag model and lack of warp in early versions, getting to the edge of space is plain easy when compared to reaching orbit.
  11. In a way making UI console-friendly and VR have overlapping goals, improvement of IVA and making UI more accessible with game-pad... second aspect could be even beneficial for PC version as it could possibly lead to more/easier hotkeys and manipulating with parts in VAB or using map view(maneuver nodes an perhaps maneuver/mission planner UI) with use of keyboard.
  12. I guess that IVA's designed for kerbals eye level is essential for good cockpit experience with VR. It could be solved by right positioning of front windows in relation to seats or get rid of the (like in size 2 capsule) front facing windows and use periscope(like in Soyuz or just move IVA end of the window lower so it mimics using mirrors window) or camera-screen glass cockpit.
  13. I think that the best thing about KSP is the fact that failures can be fun to watch and encourage you to try again and again ... and again, until sweet success !
  14. I think that radar altimeter part would be interesting as the placement of the RADAR antenna would matter(distance from ground in straight line from the direction of the antenna).