desert

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Everything posted by desert

  1. Still, bigger planes need bigger runways. Would be cool to have separate launch complex which specializes on planes and has wide and long runway. Now other launch complexes don't have any anvantage over KSC.
  2. Me too, but I think they only do what they mentioned: Ariane 5, Rosetta and Bepicolombo
  3. They don't really care about duplicates though. Now we have both Skiff and Rhino for J-2; and Twin-Boar and Mammoth for F1
  4. Wow, how do you imagine that?
  5. Part right click menu enhancement. Now it is very difficult to find there what you need. Dividing options to tabs could be great. For stock they can be "Actions", "Resources" and "Advanced". And option to add more tabs in mods, of course
  6. UI for loading saves and ships is quite bad now. For saves we definitely need "last modified" date and also statistics like science etc. Same "last modified" is needed for ships, as well as including parameters like mass and total DeltaV. And of course ability to sort by these values. Another thing is that i.e. to get new contract you have to leave your current flight (and lose ability to revert it), wait for KSC to load, wait for Mission Control to open, choose contract, wait for KSC again, wait for Tracking station to open, wait for your flight to open. Having shortcut to Mission Control and other buildings in-flight would be really useful.
  7. Look for guides on Youtube, they are very helpful for beginners
  8. I've had the same thought, we get many new types of future fuel, why not add types of today. But I understand why many players wouldn't like it. So, maybe to have separate option, which is not default in normal game difficulty. In this case new players (who usually choose easy or normal difficulty) will not be overloaded by such things. (Same could be applied to Life Support which many players want to have while others prefer more arcade gameplay) And then just add kerosene, hydrazine, methane, and hydrogen. Kerosene is for early engines and for most planes, hydrazine for small engines, methane for advanced engines, hydrogen for mostly vacuum-optimized engines and Nerva, as well as fuel cells. Not sure about oxidizers, probably one is enough. And fuel switch for tanks, of course. Some kind of base management can be tied to these fuel types, different planets with abundance of different fuels, and each fuel requires special facility to be produced
  9. I don't really see a reason why they wouldn't be in KSP2. But you gave me an idea. If KSP2 is a world of kerbal future, original heroes may be "retired" on different planets and as part of your career you can find and hire them all. For example Jeb working at his junkyard at remote location of Kerbin; Bill living near the Mun colony owning a garage of rovers; Bob stranded on Duna, cosplaying Dunatian and waiting for rescue. And Val relaxing on shores of Laythe.
  10. More flexible item list, e.g. for engines ability to sort by thrust, Isp, fuel type. Similar to other parts
  11. Yeah, really, SpaceX is landing rockets for five years, most players definitely tried to similar thing and still there are no larger stock legs. Not to mention using them for huge landers for other planets.
  12. Very simple idea, really, and easy to implement. Currently the only way to lock rover breaks is to press on UI button. "B"-key is only able to break when you hold. Making a combination Alt + B lock breaks seems like logical thing, as Alt is already used in different locking combinations
  13. I think it can be avoided, but in general this plot thing is tough to implement, I agree. I had easter egg contract pack mod in mind, but mixed with other various missions. They could be standard missions, like launch comm-sat somewhere, but with mission description fitted into the rest of the plot. KSC runway is quite short, so other can be significantly longer. But mostly it changes background landscape for fun and gives quick access to other biomes. For example Arctic base for those ground speed records.
  14. There are many ways to improve career, from just adopting existing mods to introducing an actual plot. One of the problems in career is that the only rewards from most contracts are some numbers: obvious credits and some strange reputation. The only exception is saving kerbals. As a result most types of contracts are completely ignored by player. "Why should I test some stupid module in stupid conditions when I can get the same credits for riding tourists on my already existing rocket to already explored body?" So, I think different contracts should have different impact on the game. I have some thoughts on possible improvements: Part testing. Someone already mentioned contract for part testing in sensible conditions as a way to unlock the part. I have an idea about it. Part supplier provides you with a free part tagged as "experimental", which would explode when it will reach desired flight parameter, making a fireball marking the success of the test. Using these parts for non-testing purposes should be possible, but dangerous. For example liquid engines should be tested for total burn time. And if in your design they work less time, you are ok, congratulations for using free parts*. But if you push the part to the testing limit, then RIP. But then again, at least you will successfully finish the contract. After the contract is over, you unlock the part and receive credits. This creates space for more flexibility, if you are an experienced player and don't want to spend time, you can skip the contract by paying some credits as it is implemented now. *(The amount of times you can use free parts can be limited so that you don't exploit it very much.) Kerbin Exploration. These hour-long flights to the opposing side of a planet for some measurements are really dull. It would be more interesting to fly to ground objects and to unlock their functionality. For example, to unlock other MH airfields you should reach them first (and yes, we need more airfields and especially ocean launch and landing platforms). Same with ground stations, reach them to make them operational. Crew Recovery. Spawn not just capsules, but different ships! Some ships intact and out of fuel, so you can either dock and refill or just save the crew if you don't want credits for the ship parts. Some ships with flaws or damage in their construction unable to land themselves. The reasons of ship being stranded should be relatable to player: out of fuel, forgot the chutes, forgot solar panels, didn't check staging. This makes the game world look alive. Single capsules without anything do not. Moreover, new players will see other designs and probably will take something from them. And of course there should be more information: what kind of trouble happened and what to expect from the stranded ship, tank sizes, dock-ports, etc. Plot! At least something that looks like it. For now, the most driving forward contracts are World First, but after you visit Duna you understand that the rest will be the same: new body, same accomplishments. It would be great if there were a series of successive contracts, united by some story. These contracts should lead you through planets, through some easter eggs, will ask you to make some kind of bases, to do some crazy stuff here and there. These contracts can reward you with some unlocked parts, can place some preinstalled stations, introduce some lore, give you some trophies at KSC. And the fact that they are successive and you are unable to skip them will make the ending more desirable. Now there is no ending, and player understands it, so the player stops proceeding and exploring.
  15. Minmus surface science is very imbalanced, In terms of DeltaV it is easier to reach than to land on the Mun and it possible to farm science there, opening most of tech tree in one flight. My suggestion is to decrease science coefficients, but most importantly, to make Minmus more difficult to reach. The idea is to change its inclination to something like 30 degrees. In this case players will have to learn how to launch at certain inclination. This is basically new game mechanics for many players, because most of the time they launch with zero inclination and correct orbit later if necessary. It is also more logical step in keeping the challenge with player progression as it is more advanced level of orbital mechanics compared to zero degrees launch to the Mun. I think this is the reason why Minmus is already inclined, but I think 6 degrees is just not enough, you still can reach Minmus without thinking much about orbital planes.
  16. I understand that these parts copy Vostok and Voskhod pods, but outside historical recreations they are very strange to play with. There is no reason why you would use Pea instead of mk1 capsule. Its decoupler and heatshield don't give any significant advantage over small and controllable mk1. Same with Onion compared to mk2. Pomegranate is quite light for 3-seat pod, so it is useful for 3-crew landers. It's decoupler and heatshield are useless for this application though. My idea is to include ejection mechanism for Pea, just like Vostoks had. It will make the part more historical and at the same time more useful and interesting to play with. Other pods shouldn't feature this ejection mechanism, as their historical counterparts didn't. This will make Pea somewhat unique. Onion should probably have more distinctive mounting for airlock module. It can also have solid motors for softer touchdown, which in reality were introduced on Voskhods for the first time. While Voskhod 1 with 3-crew was a great achievement, I don't think that it is a very interesting mission to recreate. Thats why my idea is to completely redesign Pomegranate and make it resemble Soyuz pod instead. It will add more posibilities for historical mission recreations as well as alternate history N-1 moon landings and modern missions to ISS. With some lifting surface, solid motors for touchdown and iconic look in general, it will be a great pod to use. All in all, I can see that many people ask for changes in these pods and their properties. Now it just looks like laziness, three different parts with almost the same look and the only difference is the amount of Kerbals inside. Come on, Squad, it was a paid DLC, while we bought it to support you in the first place, we expect some visible updates in it too.
  17. Is there any way to have old save with surface features?
  18. Yes! Finally good looking spaceplane capsules with dark bottom! I've wanted to have something Clipper-like for a long time. Would be great if there were black tiled stock wings too!
  19. Hey, the mod is awesome! I've even started the new Career to check all parts out. I've found a little detail to tweak, however. SRBs in Restock+ have thrust vectoring which greatly changes gameplay at the start (for example, I use them to steer the Reliant-powered rockets by equalizing their burn times). So, I guess they are a bit overpowered now, maybe they should be more expensive? They used to be dirt-cheap because they were basically fireworks. Now they are more technological and thus expensive. Or maybe they should be moved further down the tech tree? I know, I can change it for myself, I just think it makes sense for other players too.
  20. I really like all these designs and can't wait for the mod to be released. I have a request concerning Hitchhiker, Mobile Lab and Cupola though. They seem to have self-consistent design which specializes on space station parts, with all these handrails and thermal blankets. SSPXr increases this specialization even more. These parts look fragile as real space station parts would be. However, I often use these parts for spaceships, bases and rovers and I think that these crafts require more sturdier look. Thermal blankets won't stand air pressure of reentry or sharp rocks coming from under rover wheels. I'd like to see "hull" texture variant, which would match with other "hull" or "sturdy" parts (fuel tanks, service bays, command pods etc). This variant would lack encircling handrails (they don't have functionality in game anyway); foil and blankets would be replaced with standard plating. I believe that the idea of second "hull" variant is in agreement with the course of the mod and I hope other people will support it. Anyway, even if you would't make it, the mod is great and I would definitely install it!