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Darston

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    Bottle Rocketeer
  1. Why bother setting up a vacuum chamber when your not sure if the thing even does anything in the first place?
  2. I thought something along those lines when reading the article lol.
  3. It would not be of much use for a manned mission but it's enough thrust for maneuvering a small satellite. Just imagine what research into this could produce though. http://tinyurl.com/mu6lfjp
  4. So far 64-bit is really smooth but it crashes so much that I have switched back to 32-bit until it's a little more stable. Over all though I'm really happy that it's a thing now, keep up the good work guys.
  5. I think the perma death idea is the way to go. If you get a kerbal team with good stats you will need to be careful to no lose them and if something does go wrong and they survive you have incentive to actually go rescue them other than to just see if you can.
  6. I like what Zanis said, some things you should get only from landing on/surveying new places. Some you should get from rocket testing, like launch so many rockets with this type of parts added. Others you should get from research. Not sure exactly how that would work other than having to dump lots of money into it. Any time system is invalidated by using time warp anyway.
  7. I am happy with the current state of the Kerbal system. I don't think we need more planets yet, I would like to see more gameplay improvements first.
  8. It does not matter how many Kerbals die to achieve something, even a rescue mission. It's all about the mission of exploration.
  9. Wow, that's an awesome screen shot!
  10. So you can't use multiple MapSat's at a time, launch other missions and do other stuff, and you have to map in real time to get good data. Now I know how a real rocket scientist feels lol. Guess I will just have to run in windowed mode and do other stuff like sleep. Great mod though, I love the idea of being able to chart the planets and moons, really brings that extra level of exploring to the game.
  11. I tried searching for this information so forgive me if this has already been covered. Can you launch multiple MapSat missions and/or launch other missions and still collect data? Or does your MapSat craft need to be your active mission for it to collect data?
  12. Yes, thank you everyone at Squad for your hard work. This game just keeps getting better and better!
  13. SECOND! I like the idea of mission failure having consequences, and mission success has rewards. Like the more missions a Kerbal has flown the more experience he has so the better he pilots the ship. But if he crashes and dies you loose all the training and experience that he had. I agree that this would make rescue missions of trapped skilled crew members much more stressful/demanding, but if successful a very rewarding endeavour. Also would be cool if the Kerbals could get injured not just killed in a crash, then they would have to spend time in the KSMC (Kerbal Space Medical Center) recovering for a time before you could use them again. The worse the crash the worse the injures (up to and including death) and the longer they have to recover. However not sure this would be that viable if people could just speed up time until the injured Kerbals got out of the hospital. Would still be a cool RP element though. A second thought about Kerbals getting exp/skills. Having a really skilled/experienced crew could not only make them able to keep the ship more stable like the SAS & ASAS, make the ship better and easier for you to control, and also make your ship more fuel efficient. Added to this could be the need to have a crew with good enough skills to even get to some of the other planets. Then maybe if they come back from a successful mission some of their experience they learned can be added to the training program for new Kerbolnauts still in the KSA (Kerbal Space Academy), that way if you do happen to crash and all of your most skilled crew dies you don't necessarily have to start over from scratch. There could maybe even be a way to add training for failed mission as a "well that didn't work, lets not do that again" type thing. Because you can learn from mistakes as well as success, (especially in the beginning) But you can choose how much training to give a kerbal you recruit, the more they are trained the longer it takes before they are ready. I also think that a freshly trained Kerbal no matter how much training he did is not equal to another kerbal with actual experience. But what you can do is make it so they are ready to attempt more dangerous missions without having to do all the small stuff first. Now for a third thought. From the looks of it there will be a budget/resource system in the game at some point. I have a few Ideas about that too. First off training takes time, time costs money, so the higher you train your Kerbal in the Academy the more it will cost. Then once you have all these well trained and experienced Kerbals, you actually have to pay them to go on missions, the more training/exp the higher their salary. Also if they get hurt it will take money to heal them, the worse they are hurt the longer they stay at the med center and the more you have to pay to keep em alive until they are full healed. (Sorry for rambling, I just keep getting Ideas. Might be the sleeping pills I took just before reading the forums as I am getting into bed.)
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