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kerbonaut101

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Everything posted by kerbonaut101

  1. I've managed to get the mods loaded up, but the part sizes are all messed up, some are bigger while others are not and Tweakscale doesn't really fix the problem since the part sizes dont match up. Any ideas on what could be going wrong or how I could fix this?
  2. Im a long time player since around 0.20 and thought i'd put in a few suggestions. I know these aren't likely to make it into 1.1 at this point, but you never know - Inline Radioisotope Thermoelectric Generator Having current one stuck on the side of a ship isn't exactly aerodynamic... plus it can look... really ugly. This would basically a generator made for all the different radial sizes. - Ingame transfer calculator Basically a tool that would calculate the optimal time to travel to transfer from one planet/moon to another and would also display all the angles you need on the map view. Basically the 'Interactive illustrated interplanetary guide and calculator' implemented in the game.
  3. Borrowing an expression from EVE online: "EU and CK dont have learning curves, they have learning cliffs" Once you ascend that cliff face it's smooth sailing If your looking to get interested, EU4 is generally considered to be easier than CK2 and if your stuck there's always the wiki: http://www.eu4wiki.com/Europa_Universalis_4_Wiki There's also a few youtubers out there. You can learn quite a bit about how things work just from watching lets plays - https://www.youtube.com/user/quill18 - https://www.youtube.com/user/arumba07
  4. Thats BS because I was able to send a flyby probe to Sarvin (gas planet 2). With a bigger rocket (either built in orbit or launched in one go) and a few mod parts like near future propulsion you could probably land on the planets and moons.
  5. Paradox Interactive (of Europa Universalis and Crusader Kings fame) just announced a space strategy game Steam page: http://store.steampowered.com/app/281990/ Subreddit: https://www.reddit.com/r/stellaris What we know so far: https://www.reddit.com/r/Stellaris/comments/3g638w/what_we_know_so_far_a_somewhat_comprehensive_list/ RockPaperShotgun preview article: http://www.rockpapershotgun.com/2015/08/06/stellaris-paradox-strategy-game/ What d'you think?
  6. This would essentially turn the command module and the rest of the vessel into debris, allowing you to revisit it later if you want either recovering it, encountering it or just pressing the 'reactivate command' option to convert it back to what it was if you need to use it again, rather than just deleting it from the game via the 'terminate'. This would help to clean up the tracking station view by not displaying things you dont want to use anymore but may want to preserve for posterity, especially usefull during the late game when things can get a bit crowded with old vessals, stations and probes
  7. Kind of like this: http://i.imgur.com/OYX9d4K.png But for the whole Kerbol system as well as the planets and moons that were added in the Kerbol Plus mod: http://forum.kerbalspaceprogram.com/threads/118643-1-0-Kopernicus-KerbolPlus-v-2-0-a-planet-pack-that-ads-the-legendary-Gas-Planet-2-and-many-more?p=1893529#post1893529
  8. Mod Idea: Replace the 'Kerbal Space Program' title with 'Mod it till it crashes' in the main menu Got the idea from here... http://www.reddit.com/r/KerbalSpaceProgram/comments/2p80fg/i_spent_more_time_on_this_than_i_care_to_admit/ What d'you think?
  9. Heres a video Heres a wiki article http://en.wikipedia.org/wiki/McDonnell_Douglas_DC-X Obviously the bottom the the capsule would have to be changed from the square shape to make it compatible with the 2.5m parts. Im thinking it would have a crew of either 2 or 3 (in the video its pretty hard to see how big it was IRL). Are any modders here up for giving this ago?
  10. Im thinking the main purpose of this would be to enable you to separate the MK2 cockpit, MK2 Inline Cockpit or the MK2 Crew Cabin in the event of an emergency or you need to abort the mission for what ever reason. What do you think?
  11. Given that you'll need to use this fuel in space, you kinda need to have oxidizer with it.
  12. TBH... I dont think anything in the Kerban SOI needs changing at the moment... It's perfectly fine the way it is. Also, you can already use Minmus as a staging point for interplanetary missions
  13. I just think things should be left as they are, as previously mentioned, the Mun is the first place many newbies try to get to... it should be as easy as possible for them so they can learn the basics of orbital manoeuvres. If they want more of a challenge in the Kerbin SOI, theres Minmus
  14. What would be the deltaV required to launch from the moon and reach a 20km orbit?
  15. I have two... Dres and Moho. I guess ive been focussing to much on the outer planets (Duna, Jool, Eeloo)
  16. I know that there is a planned features wiki page (Is this an official page or a community thing?) but I would like to see more detail in what Squads plans for KSP are and what the schedule is. I found this example to try and help illustrate what I am asking for http://spacebasedf9.com/devplans *typo in the title "'Development Roadmap'..."
  17. SQUAD has to have a balance between game and simulation, when SQUAD implement a feature they have to ask two questions "Is it realistic?" & "Is it Fun?". To most people, this would not be fun. If you want this kind of realism play 'Orbiter'
  18. Thats probably a video you should post in the bug forum
  19. Im guessing you used mods for this (or you made it yourself)? It looks pretty cool
  20. https://docs.google.com/file/d/0B7F8bcNTmh_pSGtDeG1WajdnbE0/edit - heres a pic
  21. Heres a craft file (you'll need to disable the RCS tank on the lander before launch) https://drive.google.com/file/d/0B7F8bcNTmh_pMnFiOEFMWnlycEU/edit?usp=sharing
  22. Another thing ive thought of is having an emergency light turn on when you reach 500m. Obviously it would turn off once you reached the the surface, would anyone find this useful?
  23. In the last version of Mechjeb I used, it had an option to display the currently planetary phase angles, but now I cant find them... Have they been taken out or moved?
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