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BlazingAngel665

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Everything posted by BlazingAngel665

  1. I have a little Kraken blood in me, it gives me that ability. . . . I'm a Kethane launch pad player so I fully support this suggestion, I just think that something like that wouldn't be implemented until later in development. Absolutelly, Hard drives feel like something that Kerbals would use. "I could transmit this date, but launching a flashdrive and landing the data using only SRBs would be way more awesome" Right click on the pod and click review data.That will allow you to chose what to transmit. Other than that I sympathize for your Apollo mission. Hopefully we get some resolution soon.
  2. As a person who has tried to make a cinematic in KSP, I fully support this idea!
  3. Already Suggested: http://forum.kerbalspaceprogram.com/threads/54027-The-Data-System-What-Works-What-doesn-t-and-How-to-Fix-It
  4. Crew activities. I want my Kerbals to do something other than die. Which they do frequently.
  5. The Data System, What Works, What doesn't, and How to Fix It The Data System: Right now the data system is in two parts, the first part is "Collected Data" and the second part is "Transmission/Recovery" Data collected is at the same rate from every type of science experiment. IE Mysterious goo always collects 10 data (not a real figure) and the Science bay always collects 25 (ditto). The location and number of times you have previously collected that data will affect the value of the data. Transmission is basically a wireless recovery, it collects the data off the ship while the ship is still on it's mission. The percent of data returned is also completely worthless at the moment but is a good mechanic that I feel will eventually evolve into something great. A quirk of the data system is that identical experiments cannot be stored twice on the same pod. For example, if I land with a two man lander can then I can take one sample and one EVA report from the surface in that location. However, you can store an infinite number of EVA reports from different locations. This makes polar orbits a great way to gain science in the beginning of the game. If my craft however were to instead use two 1 man pods, I could then take two of each type of science activity back to Kerbin with me. What works with the Data System The data system is robust at the moment and handles to the same experiment across the universe in a fun, engaging fashion. I was jubilated to discover the mun's science factor of three on my first landing. This works great! Keep it! What is wrong with the Data System? Currently there is no mechanism to collect repetitive data. In the above example the 2 man lander will effectively do less science than two one man capsules. Also the current science system values breth over depth. 1 landing in any given location is 95% of the science you can do. Data can be returned from just about anywhere on a whim, and power has very little to do with the situation after your first solar panel. Right now doing experiments in space is slightly different than most would expect. Exposing a material sample in a science bay requires you to return the ENTIRE science bay to Kerbin, usually in a unwieldy fashion. How to fix it? 1. Break it down. Use data for things that are actually data like temperature, crew reports, photos, pressure, etc. Anything that is measured in Gigabytes should be transmittable at 100% efficiency. 2. Make it storable. Instead of the current system of one type of each per capsule there should be "data banks" of a certain amount of storage. Each capsule should have some built in storage, and additional parts should be provided. It should be the players choice if he/she/it wants to bring back 25 EVA reports from the same place. Allow transfer between vessels when docked. This is a much better and more sensible mechanic than the current system. 3. Add samples. Just like data it would be stored up to a certain amount per capsule, and additional containers could be provided. These sample would have to be returned to Kerbin for science. Later in the game a mechanic could be implemented to allow off site analysis to turn "samples" into "data" the data could then be transmitted. Samples could be transferred between docked craft. This would make much more sense then the current system of sample collection. 4. Make Science Bays "harvestable". This is a little bit of a future searching proposition, however I foresee additional science parts that will generate samples like the science bay and will incur a penalty if the entire thing is not returned to Kerbin. However when the future part is actually a giant research laboratory that you barley managed to get to orbit, that becomes less fesable. Instead Kerbals could "harvest" the samples from the lab and replace them with new ones. This would allow for the harvested samples to be put into the containers from suggestion 3 and returned to Kerbin. This could also allow for "resupply" flights to restock the labs supply of unused samples. 5. I have a feeling it's planned but I will suggest it anyways, duration experiments. Parts that must be manned by Kerbals to generate data/samples over a period of time when supplied with power. 6. More conditions on collection then just the biomes. Wouldn't it make sense that samples obtained during a Dunian winter would different? Or the night side of the moon may be uneventful, but during the day would some ice in the bottom of craters melt? This would add some incentives to remain in a location to collect science. 7. New Transmission mechanics. Remote Tech was far to strict but they got one thing very right. Space infrastructure is necessary for deep space exploration. Maybe some form of less strict Line of Sight and distance limited transmitters would be fun, and also add a reason to store data until the next transmission window. Disclaimer, I know the whole system is in development, this isn't a condemnation, just a suggestion Disclaimer Pt II, I love .22 with every single molecular bond between carbon and hydrogen in my body. Miscellaneous Science Addendum 1. Science Bonus for certain Kerbonauts. Some would be trained in things other than blowing stuff up, It would make crew planning pretty awesome. 2. A way to expose the biome map. Knowing what different areas to explore would be cool, make disguise it as a geological survey tool. Basically kinda like mapsat. Have it worth science points as it nears completion. 3. EVA science tools. Drills, shovels deploy-able handheld gizmos, more things to do for science! 4. Change the Science curve. Right now the amount of science you get drops significantly once you take your first sample. Maybe instead the first sample should be worth less and the second should be worth more. Real science can't learn everything from just one moon rock, I doubt the Kerbals can 5. Unmanned science parts. Unmanned probes are highly undervalued in the current system. EVA reports represent so much % of the science that not using at least 1 Kerb is going to make getting through the tech tree nigh impossible. Curiosity has done so much science, don't forget the hundreds of other unmanned craft that have graced the skies throughout the space age. More unmanned science benefits Please!
  6. You can create your own custom layouts. So yes. Eventually when they get readouts working you could just use it as a map view type thing.
  7. Ten years later. . . . here is some rockets with textures. https://www.dropbox.com/sh/ud30nss9m9v1ics/Lg7cVZWhVm
  8. All thrusters at maximum, warp core is online and active. Warp drive at your command. Fractal_UK in epic voice "Make it so" Yep, this is pretty awesome!
  9. Feel free to display the video where ever you want if you think it show the feature better. When you update the mod I will redo the video.
  10. I created a mod review here. Thanks for the awesome work KospY. KSP couldn't be the same without my giant skycranes.
  11. Just letting you know fractal: I fell in love with your mod over the past two weeks. I didn't really notice it but all of a sudden there were massive (8 kerbals is massive for me) research bases on places like Eeloo and Pol (aka places I never go) to see if I could get more research there. It is some great prep work for .22 Thank you!
  12. This pack is pretty freakin sexy. That parachute clamp-o-tron combo is the coolest new part I have seen in KSP in a very long time.
  13. Yes still being worked on at least by me. School is just being annoyingly busy. Three papers and a Chemistry exam this week. Ugh, why can't it be summer again. Anyway maybe some in dev shots if I can texture anything ever. Same problem with my Kerb city stuff. I just suck at textures.
  14. 64% is the bobcat standard. Use this for all things modelling. To balance the craft is up to you. When I was testing the Soyuz for Bobcat one of the guys did a chart with the right burnout times and stuff for the rocket. Using those accurate figures made the soyuz and interplanetary SSTO. Just play with it till it feels right.
  15. Honor on you Comrade. The glory you bring the KSSR is worthy and deserving of recognition! Glory to the motherland, comrade! No seriously, this is pretty amazing stuff here.
  16. http://kerbalspaceprogram.com/copenhagen-suborbitals-sapphire/ You might want to scale it with the Heat 1X which is in my pack. I meant to do this months ago but never got around to it . . . Nice model though!
  17. @scorchdestroya Not on my end. . . the Delta IV remodel is just a little beyond my skill level though. For every hour I spend modeling I spend three watching tutorials. And finding textures is even harder and school has started which gives me about half an hour an evening to work on this plus my other three mods so yeah, do the math.
  18. Could you add rover track type things that look semi realistic? Like rover tracks on the moon with this?
  19. Can you add remote tech functionality to the science transmission? I think it would be pretty cool to have to create a DSN for the transmissions.
  20. I got to eat Dinner with Fred Haise the other day. He was telling us all sorts of cool stuff. The re-entry blackout was longer then expected because they were coming in too shallow and this extended there reentry time. 2. Jack Swaggert sat on top of the ascent engine during the majority of the trip home (no idea why this came up) 3. They didn't use cabin lights after the flight batteries were deactivated. Flashlights and sunlight were all they had 4. The indicator lights for the valves on the panels were only actually wired to the switches, not the valves, after the explosion this caused some attitude control problems until mission control got it sorted out. 5.He is a really neat guy to eat dinner with if you ever get the chance.
  21. Livestreaming me doing texture work, feel free to drop in and leave some protips or just watch! http://www.twitch.tv/blazingangel665 EDIT: Post stream Results Thanks to everyone who came over!
  22. Nice building there. The train is really sharp looking! Speaking of good looking things, texturing is now underway at Blazing Aerospace HQ with community textures! The three material limit is going to be one massive PITA here in a minute though, I am already two in one for grass and one for concrete. Maybe we could set up community materials as well? Anyways, picture below
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