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Zaeo

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    Spacecraft Engineer

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  1. Personally, I LOVE IVA. However, I am unable to make safe landings without RPM. The guide ball just isn't enough. Should RPM features be integrated into the base game, even if its for more "Advanced" pods or have an upgrade system to buy RPM for science and money for a specific pod, I'd be all over that. There is a "difficulty" setting manager. For those of us who like challenges of managing power while in IVA, tick "use Realistic power drain for cabin lights". Problem solved.
  2. I name my saves starting with "Operation:" and come up with a space themed name, for example. "Operation : Firestar" is my Spaceplane devision, and "Operation : Solar Wind" is my rocket devision, manned edition. "Operation: Silicon Universe" is a probe oriented mix of rockets and spaceplanes. From there, Firestar has 3 series: RSC, AVR, and Xp. RSC is simply "Reliable Spaceplane Contract edition", AVR is "Atmospheric Vehicle Refined" and Xp is simply "Experimental" to test the iterations before moving categories. RSC - TDB 01 is one craft I have, TDB means Thermometer, Dish, Barometer, which simply is a long range high speed aircraft that is bound to kerbin for taking temperatures and readings of atmosphereic stuff on the fly.It was created when I ended up getting 4 contracts involving temperature and barometer readings at various places. Operation : Solar wind, is a bit more complex. "Xp" is still there, but there is about 12 different series of rockets based on needs, which also have sub-assemblies associated with them. They are based on the payload they launch via weight, and style of launch PSL (Parallel Style, Light) Which means 5 ton payload or less. The two outer tanks are liquid and feed into the center main engine, which all engines fire at launch. ASL (Asparagus Style, Light) Which is a 8-12 ton payload, two sets of parallel stages, for a total of 4 support stacks. PSH (Parallel Style, Heavy) This is my workhorse series, designed to launch a payload of 15-18 tons into a 600 km orbit, It uses two 1.25 meter support engines that feed into a 2.5 meter skipper launch engine. There is a Orbital achievement stage, utilizing a small 2.5 meter tank with a poodle engine, and finally the transfer stage, which can be removed if you are launching within kerbin's SoI, but it is a 1.25 meter medium tank with the 30 thrust rockomax engine*Those things are friggen overpowered, I love it!* I have a Subseries for these, which makes them so varied, but those are the launch stage names. SE - Science Edition CE - Contract Edition XE - Experimental Edition and finally RE - which means Reliable edition. These are for the orbital achievement and transfer stages. Heres an example of a Complete Vehicle - PSH - REKI II*Reliable Edition Kerbins influence* And thats about it
  3. http://en.wikipedia.org/wiki/Hydrothermal_vent There very well could be life on Venus, but nothing extravagant or complex. Same with titan, and various other moons. The problem is keeping the sensitive life detecting instruments intact long enough to detect life in these environments. to put things in prespective, Jool is a 1:1 Earth scale as far as the kerbal system goes.
  4. First order of business, the purpose of these suggestions are to incorporate an increased immersitivity to KSP. Refurb Hangar The Refurb hangar will be a box zone inside of a now opened up Spaceplane assembly station. This zone, When the spaceplane center of mass enteres, will shut down the engines, stop the vessel, and open up a context menu. The aircraft will have to be moving slower than 20 m/s for the context menu to appear , just to make sure you don't try and stop a speeding craft too quickly, potentially causing fun explosions a terrible accident This menu will utilize the animated kerbal doing random things, and will have the option to refuel the vessel, Repair it to its stock blueprint state,. reset the science experiment parts and get it back on its merry way, free to expkore. For Non space plane crafts, the recovery button will now give you two options, Recover and return(The method we have now) and Recover and Refurbish, which will rebuild the rocket blueprint that it is based off of for a re-launch. Its more for Quick relaunching, less clicking involved. Part Assembly Station It is what it sounds like. Parts are now finite in number and need to be restocked. This requires an additional building in the KSC, or one of the research complex building to be separated out for access. I thought about adding another building, the Warehouse, to show your stocked parts, but that seemed a little bit too much work, when all you need to do is have a small text option on a part " [buy] 001 l<l>l We have 000 in stock" added at the bottom of the part purchase box. The Parts Assembly Station will have the standard assembly UI, the tabs and the parts list, with a few modifications. The icons would be replaced with Rectangular boxes, Exactly how contracts are, with the part icon replacing the contract logo. The name of the part will replace the contract name, obviously. As mentioned above, [buy] 001 l<l>l We have 000 in stock will be aligned to the bottom right hand side of the box, with the Buy button being a dark green. You can still construct the Blueprint of the vehicle, but cannot launch until you have the required number of parts used in the creation of the vehicle. Attempting to launch a vehicle will open up a dialogue box stating you do not have the required parts, and give you a choice to cancel out the menu, or to quick-visit the PAC screen. This is more of a gameplay element rather than a bit of extra to do things. If you don't like being told to buy parts, buy in bulk for preparation for launches. Adding into this would be time sensitive part sales. This encourages people to buy parts while they are on sale, launching a vehicle at a potentially huge decrease in cost. Sale parts will be highlighted green, similar to how experimental parts are are in the build menu, it being blue*obviously*. (Small side suggestion, make contract sensitive parts ALWAYS blue, it is frustrating at times to find a contract part, and overly redundant to look up the name in the contract bar.) The Sale parts will also be visible in the build screen in the VAB and SPH, to alert players that the part is on sale easily. The exact UI elements involved in it is obviously your say, Squad, but If this is implemented, even partially, I'll be a very happy camper, and I'm sure I won't be the only one at that campground.
  5. Just found this little mod floating in orbit around kerbin... You have me sold. Now, there is Inline Docking ports, Inline drones, Inline cargo bays, What else can we make inline? *I dislike parts that stick out and make unaerodynamic bits*
  6. There will be more than science, which could mean a few things... Early mun rockets might be overbudget for a "New space program" thus proving impossible to do until a few orbital/sub-orbital flights are done. That said, only time will tell. We'll see where it takes us.
  7. What I do, is for probes, find a healthy delta-V (12,000 for interplanetary missions for my Solar 1 rocket, capable of launching 3 ton payloads all the way into polar joolian orbit) And then use the mun as a velocity slingshot into solar orbit. From there, I finetune my target approach via a 2/1 orbit ratio, That is for every two orbits the space craft makes, the planet makes 1 orbit. I then put a maneuver node at apoapsis, which is where the intersection meets, and click "Next orbit" And until i get a SOI interaction, I keep pressing next orbit. You will eventually get an interaction, and should only need ~ 1000 d-V to make the maneuver into orbit. This method will take a LOT of time in max timewarp to get it in orbit, but it will work, every time. Note: if I'm not going to the outer planets, I have about 6000 d-V remaining after all the burns. The only ones that need all 12,000 is polar jool orbit, Dres, Eeloo, and a select few joolian moons.
  8. That is an interesting way to go about it. The way I was thinking was a series of different size struts, many more parts as a result. That is much more elegant. Slicing the strut off isn't hard at all, as i have designed it to be sliced to accommodate different types of struts*V struts, straight line as examples* Maybe even a "procedural Z axis", similar to how stretchy tanks work if the tweakable integration isn't worth the effort.
  9. Well, I cracked open the good ol' blender again, and came up with this: I'm willing to give you the resource blend file if someone wants to texture it.
  10. Considering that kerbal tech is more or less stuck in the 60's, I figured that setup would be nice. Plus I actually really like that plane's look, save the nose, which could use a little work.
  11. Part Request: Support Flotation Device Inspiration: The wing tip flotation stablizers. I like building stuff small, so the big ones don't quite match my builds proportions. I figured I ask here before a parts request as you have already made the standard floater. While I'm at it, the center piece as a wraparound for a 1.25 meter tank would be sweet
  12. Any chance of getting the fx to change based on altitude? Kind of like how smoke is, but it will change the look of what i call the "thrust cloud". This will change inefficient red/smoky to efficient blue, and hotter? The default smoke effect is dependant on atmosphere, its visible at x altitude, and invisible at x altitude, but can this be applied to change the color of the fx of the thrust vector? Had asked this in the HotRocket's thread but got redirected here.
  13. I'm not sure that will work, because the asteroids are "to my knowledge" procedurally generated, and are considered "parts". It might be possible if the uv map can be pulled, but how are you going to orbit it? It has no gravity.
  14. DLL fix worked. I suggest renaming to .23.5 compatible
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