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magoigor

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Posts posted by magoigor

  1. 19 hours ago, WelshSteW said:

    I haven't read all 47 pages, so apologies if these have been mentioned already.

     

    • An option to generate a new solar system for each game. Different planets, moons etc. I've mentioned this in another thread, but I don't like knowing exactly how much delta-v is required for everything. I'd like to have to discover it, by sending probes or something. It'd increase the replayability for me.
    • Some way of making better (or cooler) ships, and having them be reusable. I know we can build some pretty cool looking ships at the moment, but it's hard work, and it's a bit cheaty with part clipping etc. Being able to have ships with a bit of character, something like in the spoilers below, would be awesome. Even if they only became available later in the game, that'd be fine.
    • Some sort of career mode or a progression mode. The current career mode isn't great, but the idea of it is good, imo. I don't like having access to everything, or knowing everything about the solar system (or galaxy, or universe, depending on how big KSP2 ends up) straight away.
      Hide contents

    lexus-spaceship-valerian.jpg

     

     

    Those are pretty good suggestions, also that second spaceship looks a lot like the Orca from elite dangerous haha

  2. Agreed, I heard on Next Gen Tech video that there are going be engines that will burn for months, years (so I assume that it won't be like a instant travel when going to other start systems and you are going to have to timelapse), if it is like that I believe that there'd also be cryogen pods to preserve kerbals and life support stuff (unless if there is some kind of recycler). But we will only know when the game releases xd.

  3. 8 minutes ago, 5thHorseman said:

    Could you post a screnshot? I see nothing in the stock config labeled "REP force." I also don't see one labeled antenna signal strength, though there is one named "Range Modifier"

    Are you using mods?

    Sorry , it is called DSN modifier , my game language was a bit different, but i still does not know what it means :p

  4. Hey, so I'm new to coding and I wanted to know if there is a way to edit attachment nodes while playing so i can figure out the real position where I should place it, there's a small misalignment but I don't see what is wrong in the code...

    https://prnt.sc/nlw3nw <- image

    Top part node config:

        node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0
        node_stack_bottom = 0.0, -1.0, 0.0, 0.0, -1.0, 0.0

    Bottom part node config:

        node_stack_bottom = 0.0, -0.41, 0.0, 0.0, -1.0, 0.0, 1
        node_stack_top = 0.0, 0.41, 0.0, 0.0, -1.0, 0.0, 1

    Bottom part was placed after Top part

    the nodes are put perfectly on top of the part, but theres an small misalignment as you can see in the picture

    I really don't know what is going on...

  5. 33 minutes ago, Eskandare said:

    So basically like an GPU (Ground Power Unit) I believe use the resource converter from the ISRU and have it require for example air and liquid fuel. I guess the best example would be on the fuelcell part. You could give it a resource intake for air and use liquid fuel from a tank. Anyway that should point you in the right direction 

    Yeaah sort of, we know that intake air is only obtainable in the atmosphere, I will search more to find how exactly it works. Thank you :D!

  6. Hey, so basically I'm trying to find a way to make a generator that only works in a certain environment, like a normal RTG, except that it should only generate something when it's in that environment.

    I couldn't find proper documentation on how to do that, I believe I would need to do some visual studio scripting, but I am still learning.

    the parts are working, they just need the functionality, anyone knows if there is already a module that can do that, or how should I start?

    Thank you!

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