Jump to content

asap1

Members
  • Posts

    112
  • Joined

  • Last visited

Everything posted by asap1

  1. seems a bit more like a ground attack craft then an interceptor. otherwise great build looks sick
  2. well before any of that happens let's hope we see the release of 1.12 and 1.11 on console cus they are 2 major updates behind pc have not been able to find any useful information on blitworks page(there the company responsible for porting over ksp from pc to console)
  3. if anybody from the ksp team sees this would you please relay a request for a release date to blitworks?
  4. yes agreed hopefully by the time ksp2 releases the next gen shortage will be over
  5. hmm it's a great idea but I think we would need better kerbal mobility. here's what I mean by that. kerbals just walking around aren't that mobile you can increase their speed by sticking them in a rover but there less agile and it's not that great for cave exploring. so my thought is since the theme of ksp2 is near feature tech how about exosuits. this could mean adding a couple of parts like a grappling hook,stabilizer gyro,more grip pads,better suspension systems, and climbing spikes/tools. something kinda like the prawn suit from subnautica. also possibly more ground anchors and foundations. with maybe the ability to edit the terrain in a cave or even make your own for planets with a hostile enough environment.
  6. hmm it's a great idea but I think we would need better kerbal mobility. here's what I mean by that. kerbals just walking around aren't that mobile you can increase their speed by sticking them in a rover but there less agile and it's not that great for cave exploring. so my thought is since the theme of ksp2 is near feature tech how about exosuits. this could mean adding a couple of parts like a grappling hook,stabilizer gyro,more grip pads,better suspension systems, and climbing spikes/tools. something kinda like the prawn suit from subnautica. also possibly more ground anchors and foundations. with maybe the ability to edit the terrain in a cave or even make your own for planets with a hostile enough environment.
  7. beautiful my ps4 had to be restrained it thought it would melt and tried to run away
  8. The current ksp aerodynamic model uses very basic and often unrealistic(note its still pretty good compared to most games)
  9. going to sit down and go through the entire part list browse the wiki and see everything new
  10. yeah the ability to recover boosters would be quite awesome. it would if done right be a huge money save in career mode (if thats still a thing in ksp 2 it probably will)
  11. the title says it all if anybody knows anything please post here
  12. thanks and yes sentences and punctuation is something I really do need to work on (I am bad at writing). I would also like this story to commemorate the fact that many things seem impossible but can be done. in addition a joke to Curveball Anders well what if your a free-diver?
  13. so heres the weird thing in all the pictures /videos of the space station you never see stars (is this just an effect of the camera technique) do you have to be on the dark side? can human during a spacewalk see them? are there any pictures of stars in space? I have so many questions ( note non conspiracy theory I know It sound kinda like that) sorry for bad plurals
  14. A forward swept flying wing can anybody make it and fly it please submit examples( mods are allowed so like b9 or procedural wing mods if there are any) just a fun challenge (I have tried and failed)
  15. it could be cool but would be kinda impractical as many of us would never reach beyond the local system I personally have never been to laythe, tylo, vall bob or any other joolian moons. same thing with eloo, dres, gilly, and moho. I instead prefer to design crazy aircraft on kerbin test and perfect them and then forget and never use them(guess I am rnd addict starting to aproach the 1000 hour mark). I believe this is partially because of lack of any real purpose for going to other planets( I did go to eve once but once I got there it was a buggy mess very prone to kraken attacks but it was fun)
  16. ok let's set the scene I am sending jebediah on a minmus mission for to complete several contracts (keep in mind this is early game I have basic rocket parts rcs no docking ports basic robotics etc.)the mission goes quite well until the my minmus return trajectory its's a straight up and down line. me being me says it will be fine, and goes ahead with the reentry plan I burn the rest of my stage above mun orbital height and decouple the stage the interesting thing is at this point it had enough delta v to cause me to start going back up hopefully lessening reentry. after my burn I make a quick save and go ahead with reentry and then heres when things go horribly wrong I have made a fatal design flaw placing the heat shield on the science junior and not on the service bay. as my craft heats up and rapidly approaches the ground I decide to start spinning as this usually helps dissipate the heat but to no avail my craft burns up in reentry. so how do we rescue jebediah hes on a suborbital trajectory from the quick save point and this is where I realize something he reenters the in the mountains near the desert airfield sadly the quick-save was made after last stage separation(quite stupid of me)so no using that, but his trajectory at the quick-save is directly above the ksc. at the quicksave point he has 3 hours to apogee. this is where I remember a rather interesting seemingly random piece of also seemingly useless information: a certain spacecraft (irl.) docks to the iss in around 3 hours (sorry cant remember name). heres the problem I have almost none of the required sas vectors and no docking ports or claw and jebs trajectory is suborbital. so how do I rescue him well here the interesting thing I have robotic parts his trajectory is directly above the ksc and if I could somehow "dock" to his craft with a large secondary heatshield and another stage with more chutes well jeb could in theory be rescued and thats just what I did."docking" suborbitaly was a major challenge once I had an encounter I needed to secure his craft using robotic parts to the heat shield and extra stage I did this by creating a scaled up robotic version of the claw with alligator hinges and structural pieces the next step was to wait as entering time or physical warp would cause the two craft to phase through each other causing eventual R.U.D when I hit the atmosphere not good so I waited quite a while and reentered the science junior was destroyed but the rest of the craft survived jeb lived another day and I learned a lesson.
  17. awsome but when for console it's lagging behind seriously it's yet to receive 1.11
  18. yeah I was wondering about this either take two and star theory will pull of the impossible or it will be playable on ps4 and xbox but not very good and epicness on ps5 and xbox series x
  19. thanks for the feedback maybe it could be implemented in such a way that the player specifies parameters (orbit specifics maximum and minimum terrain elevation atmospheric height biomes and atmospheric height density etc.) and the planet is then created using procedural generation and reusing some assets from different planets (that the player doesn't create) and modifying them so as to include the same quality that the developers have in imbued into the base planets and fit the parameters that the player specifies. this could solve the problem of boring player created planets and still allow some degree of flexibility in regards to player creativity that isn't a base or ship or station. well it's an interesting idea I hope the devs consider it if it does happen I would suspect it would be a dlc released after the main game.
  20. here is an interesting idea what if the devs included the ability to create custom planets and place them in varying orbits as part of a sandbox mode this could be a great feature if implemented correctly and would open many avenues of creativity aside from ship and base/station building
×
×
  • Create New...