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Wahgineer

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Everything posted by Wahgineer

  1. @Angel-125 More (potentially pointless) feature ideas! Production Runs: In real life, NASA doesn't build its rockets onsite at the KSC. They're constructed by the contractor(s) hired to build the rocket at their own facilities. They are then shipped to the space center, where they are then assembled in the VAB, before being integrated with the payload and launched. A feature similar to this could be useful in BARIS. Ordering a production run: in the VAB, you would have the option to order a production run: you select a sub-assembly (assuming that you have taken the LV and made it into a sub-assembly) that you want to order, and then the number you want. BARIS then calculates the cost and time it would take to manufacture the rockets, and give you the option to either receive the entire batch on completion, or get each rocket as it is completed. Storage: outsourced rockets would be stored in Low bays. The number of Low bays you have is dependent on the current level of the VAB. One rocket takes up one slot Integration: this is where production runs show their advantage: Final integration takes far less time and far less funds than it would to build the rocket normally. Coupled with the fact that you already have a collection of rockets on site, this could allow you to launch several missions in a short period of time, which would be useful for rescue missions,or assembling an interplanetary vessel in time for the next launch window. Balancing: The number of production runs you can order at once is tied to the level of the administration building. The number of rockets you can store on site is tied to the level of the VAB. the level of the R&D building determines how long it will take for a production run to complete (more advanced R&D=more advanced tech=improved manufacturing techniques=rockets take less time to build).
  2. @Angel-125 Feature Concept: Reuse, Refurbish, Refund, Relaunch. Basically, a custom integration of the reusability mechanic in KCT. When a craft is recovered, you have the option to reuse it or toss it (This could be tied to facility levels). If you reuse it, you have to wait for the recovered vessel to go through Processing, which restores most of the MBTF and Quality of the parts. After the vehicle has been Processed, it can then be reintegrated at a much lower cost and in less time than a fresh rocket. Over time, the vessel will wear out, with each successive refurbishment restoring less and less MBTF/Quality. Eventually, the vessel will have to be replaced.
  3. From a practical standpoint, brown would be very difficult to see against pretty much every landscape in the Kerbol system
  4. Bring your naysaying and complaining elsewhere, this thread isn't for that.
  5. @CobaltWolfflush MOL parts are a definite go, but after you finish the other stuff (basically, what everyone else is saying)
  6. Why are the console players attacking squad? They had almost nothing to do with the console port, that was a separate company. As a result, porting to console had no affect on development of the PC version. If you want stuff to be fixed, complain to the company that ported the game. Squad will just keep ignoring you.
  7. @ksp CCCP 1.3.9, Near Future Launch Vehicles has some good 5m parts for making Energia.
  8. Bad necro, but I started in 0.18.4 No rovers, no mining, no sub assemblies, old space center, no communications, science, career, had to have a command part as the root of a vessel, garbage aerodynamics model, no Gamedata file structure, ugly old space plane parts, 3.75m was considered big, sas had to be turned off in order to change attitude, there was more than one kind of sas, no fairings, no reentry heat/heat management, mun was flat as a board, the sun shined through the planets, roverdude wasn't even making mods yet, etc
  9. He DID mention on the last page that he was thinking about making multiple adapters.
  10. Sorry, I'll go through my Gamedata first and clean it out of anything that might mess with BARIS, then I'll reinstall, and if push comes to shove, I'll just make a fresh copy of the game from the .zip, than reinstall all of my mods.
  11. I think I've done something wrong: workers are consumed/deleted after I hire them, integration happens instantly, the button to load from the high bay window is non-existant, etc. I think I really screwed something up.
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