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catloaf

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Everything posted by catloaf

  1. This is a feature that could have very specific but usually useful features. It would be a special fairing that has a bottom similar to a decoupler, engines can fire through it and parts can go through it. This could have very specific uses but complement the open fairings very nicely.
  2. I think the Kerbol system was never complete. There were were lots of good ideas that were never implemented. However, an "extended solar system" dlc could be a good idea for ksp2. It could contain this as well as gp2 and another planet. I think that Eve {Gilly has reported this post,} Eeloo and Moho also deserve new moons. The dlc could also include discoverable moons too. Squad could reimplement the feature, or they could be released simultaneously. Maybe purchasing the ksp2 dlc would give you a code to unlock it in ksp1. It could also be an official Kopernicus planet pack.
  3. Dres is probably the most ignored planet in KSP and for good reasons, it costs more dV than Bob or Pol (mainly Tylo's fault) and gives less science (I think) than the mentioned moons. And overall does not offer anyting that the Jool system can't (in terms of science and funds.) The solution, give Dres moons. To justify the cost of getting to Dres, these Moons should be small and easy. The innermost moon Lun should be a radius of 85 km (just under half of the mun) and be a cratered grey rock. The second moon out named In should be a little smaller than Minmus at 50 km and be grayish blue. The dresteriod region should have a ring system (Haumea likes this) with 1 Gilly sized moon. The outer region could have up to 5 Gilly to Bop sized moons, some with inclined or retrograde orbits. These changes could make the Dres system a good alternative to Jool or act as a stepping stone for less experienced players to help them unlock more techs before going to Jool. Dres has so much potential! Please give Dres some love devs. Edit: In this scenario Dres would have it's radius increased from ~ 130 km to ~ 185 km (mass would be adjusted too)
  4. The title says it all, I would really like reflections in one of my favorite mods so I don't have to choose between reflective but ugly our nice but not reflective.
  5. So there will be a save file or will you dock it to another thing that you put up.
  6. How will the station be assembled? I assume it's with craft files, as passing around a save file could cause problems.
  7. They should allow you to fly two ships at the same time (one per monitor or splitting your screen. This would allow booster recovery without going back in time or using automation, both of which feel like cheating.
  8. It would also be amazing to be able to control both bubbles via 2 monitor setup.
  9. I just think it would be odd for ksp2 to have advanced fusion propulsion but no 5 meter parts. I also feel that both dlcs should have been stock updates (minus the mission builder.) Feel free to explain your answers.
  10. Does it support textures unlimited.
  11. I have seen pretty good arguments for it being antimatter based, which makes sense for it being a super-endgame engine that is better than the Atomic Rockets, its definitely more hypothetical than the other technology's and is likely for ferrying massive payloads across interstellar space. I think this engine will be used in the part of career mode (if career mode still exists in any form) where you have all the parts and near infinite funds and its just about building cool stuff (like city's on other worlds or rotating rings with multi kilometre diameters) and sending them to crazy places.
  12. Most of the challenge from different fuel types comes from having to balance the ratios, which is definitely not something that belongs in KSP. I like the approach taken in simple rockets where oxidizer (or the second hyperbolic propellant) is included in the fuel, if KSP did this it would get rid of the ratio issue, however this would have implications for SSTO's and other rapier/nerva based craft, so you could also manually chose the ratio (this would actually create new possibility for SSTO's such as a 2.5m fuselage that is not just smaller tanks stuffed in a faring. The tank would automatically adapt to the engine below it so that the update would not be annoying. Being able to customize engines would be cool but in my opinion that is in the realm of mods.
  13. Intelligent alien life should not be part of the game-play mechanics, but finding ruins and having a super rare chance of seeing a deep space kraken when you enter Jool/Bop's SOI would be cool. I really like the idea of conditional Easter eggs that happen when something else happens
  14. wait, do you put the BumbleBee-master folder in gamedata, or put the mods inside in gamedata CKAN?
  15. Volumetric clouds and post processing take a lot of work and justify the 15 $ price tag, if it just had EVE and scatterer features than I would agree with you. When I say volumetric clouds I mean clouds like the ones in a cinematic Minecraft shader like Continuum. in my mind this dlc would be better than visual mods adding other features like parallax mapping, normal and specular maps, bump mapping and global illumination. This is what I feel a dlc should be anyway, basic clouds should be stock but cinematic shaders don't fit in the base game, however they would be appreciated, either for single diget fps for screenshots, or turning off some features for people who want the game to look amazing at the sacrifice of performance. I fall into this category as even my largest ships never have part counts over 500. Also only doing what mods have already done would generate a lot of hate for squad, if your suggestion happens we would definitely see another dlc hate vid from Gameslinx and this would further smear the reputation of the dlc's. The dlc's should offer content not in mods or content better than what is provided by mods. Edit: GODRAYS
  16. Life support would be cool too, I would like it very simple: Kerbals consume supplies and EC and need basic living requirements, the MK1 command pod gives living requirement 1, MK1-3 gives requirement 2, Hitchhiker module give 3 as do all passenger modules, there will be a long term living version of Hitchhiker that will contain beds and built in supply containers, this gives requirement 4. Breaking ground owners will get a rotating ring part that gives requirement 5 and can hold up to 20 kerbals. A kerbals requirement will increase as it spends time away from home, after 1 day it wants requirements greater than 1, after 10 days greater than 2, after 30 days greater than 3, after 60 days greater than 4, after 600 days greater than 5, if a kerbal goes EVA on a surface its requirement will decrease, the lower its requirement the faster it decreases, if a kerbal has exceeded the max living quality of its living modlue for more than a day then it will refuse to work, you can make the kerbal work by giving it funds or if the kerbal request EVA, which it will sometimes do if on a surface, let them go on EVA. If the copula module is attached to a crew compartment it will double the amount of days it takes the kerbal to reach the next living requirement. You can also unlock freezing kerbals in the late game which will make them consume no supplies and very little EC and freeze their days in space time, but it will be one of the expensive techs like rtg's. You can store kerbal waste and convert it to supplies like in life support mods and create supplies through isru. If a kerbal runs out of supply's or EC it will die 2 days later, all of these features would be in the difficulty settings.
  17. Adding clouds and more realistic atmospheres would be great, EVE and scatterer are fine but they break every update (im still on 1.8 due to my dependency on those mods) a dlc that added those mods features would be nice, more realistic plumes and better lighting would also be welcome changes. If it were a 15 dollar dlc like the previous ones, this would necessitate better features like post processing (KS3P exists but the 1.8 beta often doesn't work and it is still on 1.7) and volumetric clouds (which don't even exist in mods,) the mentioned mods do a great job and I don't think this dlc will hurt them, kopernicus support and people who don't want to spend money would still create plenty of downloads, however giving people the option to pay for a (hopefully) less buggy version that updates with the game would be great.
  18. So I kept ending up with way too much DV at the ends of missions (Mun lander had enough to land on Duna one time) so I installed JNSQ and the results were great. 76 DV left!!!
  19. It wont let me post, I go to the screen where it displays the image in flickr and copy the link, but for some reason it is invalid
  20. I'm tired of having to pretend that kerbals need good living conditions, but I also don't want to make my game too complex or confusing. I would prefer a mod that fells somewhat stock too.
  21. They should also add a System Scale functionality in your settings, scale 1.0 makes Kerbin the same size as Earth, decimals = fractions of Earth size, bigger than 1 is Kerbin is larger than Earth. You can choose if gravity scales to size (smaller system sizes have less gravity) This change would be necessary cause "making history" parts are already overpowered.
  22. Help, there is a bug. The two stars do not have any sunrays when in flight mode. they look like there obstructed even thought they clearly are not.
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