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EchoLima

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Everything posted by EchoLima

  1. I made 1.25m versions of some of the probe cores, and I'm currently trying to make a radio science experiment for the antennas.
  2. Ultima, occluded by a head. Edit: It looks like there's some surface features visible, and maybe even a boulder on the right edge.
  3. Some realism tweaks could be nice. For instance, RTGs should gradually decay, so that they're balanced against other energy sources.
  4. That time came from Nasa's TV schedule. It says they'll have the "latest images" then. The time you gave makes more sense though.
  5. Coverage of signal acquisition will be at 10:15am EST, with first images at 11:30am.
  6. 4 minutes to closest approach!
  7. Science Revamp Revamped. It rebalances science so it makes a lot more sense, and I use it in every save I play.
  8. For comets, see the mod Kerbal Komets. It adds procedurally generated comets with tails. I like the idea of having an ice giant--so you can do Pioneer/Voyager type missions.
  9. I like the idea of having to unlock ground stations, just like in real life the earliest satellites didn't have full coverage.
  10. I think instead you should get extra starting money to hire the first 3 kerbals, but if you decide to hire fewer kerbals you get to keep the extra money. This would be especially helpful in hard mode.
  11. Definitely. There should also be liquid fuel powered propellers that have a higher thrust, at the expense of limited fuel.
  12. Now that we're getting a delta-v indicator, we need a stock transfer window planner. There should be a window in map view that asks for the transfer origin and destination planets, which then displays delta-v requirements and other information (like the relative angle of the destination planet). The time to the next transfer window should also be displayed, along with two buttons- one that says something like "warp now", and the other that says "set reminder". The reminder would work by using the stock message system, and would display a pop up a certain amount of time before the window opens (maybe a day before). An example of this is in the spoiler: I know that there already are transfer window planner mods; this is my idea for a simplified stock one.
  13. I didn't mean that the manuever should automatically be executed. It should just placed for you to then use. It's more accurate than manually dragging the prograde icon, and its useful to reduce grind for people who have been to orbit a lot already.
  14. When right clicking on the Apoapsis indicator in map view, there should be a "circularize" button that creates a maneuver node to circularize your orbit. There should also be a "plane change" button at ascending/descending nodes (edit: only when something else is targeted). This could only show up if you have a level 3 tracking station. Also, throttle should automatically cut when the delta-v for a maneuver is 0m/s.
  15. It would be nice to have a 2.5m nuclear engine, and maybe a 1.25m ion engine.
  16. I want to make a new biome for the Sun that starts somewhere after Eeloo's orbit, but I have no modding experience. How can I go about doing this?
  17. There could also be a cosmic ray detector (if that's the right instrument) that can differentiate between being in and out of the solar system.
  18. There should be a separate deep space biome outside of Eeloo's orbit, just like there's a biome near the sun within Moho's orbit.
  19. I first started playing when .13.3 was the demo. I thought the goal was just to launch as high as possible so I just stacked srbs together, until I saw KurtJMacs videos and learned what an orbit was. By the time the .18.3 demo came out, I figured out how to get into the Mun's SOI, and shortly after that I bought the game.
  20. Each biome should have procedurally generated areas called sub-biomes, in places like hills, valleys, craters etc. When running an experiment for the first time in a biome, you'd get the majority of the science points you can currently get, but not all of them. The rest would be spread out among the other sub-biomes inside that same biome. This would make the player have to travel/ explore, encourage the use of rovers, and makes the surface a little more interesting. Experiments that can't be (easily) reset would get all the science the first time.
  21. When I joined back in 2013, @Capt'n Skunky would greet every new member in the welcome subforum. He was definitely a regular.
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