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TimMartland

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Everything posted by TimMartland

  1. Resources. Please. Must. Have. Soon. Please. Squad. Everyone. Wants. Them. Please.
  2. Bow down mortals! The great space noodle of the sky's has come!!!
  3. This idea is well thought out and would compliment the science system well - unlock parts through Research and Development, improve them in engineering. +1 definitely (hope someone from Squad sees this post)
  4. Goosexi-love your videos, I watch every new one that comes out. Your really good at KSP and have a great commentary. I you deserve to have loads more subscribers an I encourage anyone who sees this to go watch his videos ASAP
  5. I agree with this idea, especially the telescopic ports-they would be useful, cool, realistic and would fit in with the games 'feel'
  6. I would love this if it could be done, but I'm not the most confident and I quite like the Kerbol system as it is. Having a randomly generated system would take half the fun out of the shared missions, the "ooh, have you seen such-and-such place" and being able to go see what your friends saw in that crazy Mun crater. If it was for interstellar travel, with random places to xplore, it would be so mind blowing. Plus, it would need insane work and might not be possible
  7. I think being able to mark areas of the map would be cool. You could add little 'waypoints' and name them so you could remember specific spots. It would also be fun to name craters after all the Kerbals you crashed/blew up/span into deep space.
  8. This is far too much awesome in one thread! Great work Temstar, this kit is really well done and has lots of cool stuff in it. I think I'm going to...'take inspiration' from your base crawler-I could never get a reliable way to build modular bases.
  9. Squad should post these 'casts onto YouTube for us lazy people who have to, you know, sleep and stuff. Plus, you would probably get an awful lot of views.
  10. I built something like this once, but it had 6780dv and 75 parts and needed KSPX and mechjeb to work. These guppy CSMs seem really useful and look nice to, so good job.
  11. I really like this idea, because it would add an extra layer of realism that would make the game more intresting despite it being only a small feature. However, how would this be accomplished graphically?
  12. I built a multipurpose unmanned Duna 'Round Trip', a ship with 2 probes and a rover that I could just eject and deploy once I was in LDO (Low Duna Orbit). The probes went off fine, so I proceeded to launch the rover and its retrorockets so it could land. Unfortunately for me, I soon realised that I had no rover control. Looking around at it I saw it had no probe core. After face palming suitably I abandoned the debris and destroyed the rover from the tracking station (I usually leave debris up for realism, but this was just annoying and I wanted rid of the thing). I proceeded to the VAB to create a new rover, and whilst adapting the launch stage from the previous mission I saw that I had indeed had a core on the rover-I had been in docking mode and, due to a lack of RCS my angry WASD and space bar bashing had proven fruitless. I once again face palmed profusely and then sat in front of the TV watching Game of Thrones and hating myself for deleting the rover. The moral is: DON'T BE STUPID LIKE ME-BE SMRT.
  13. I know the 'Yay, finally SOMTHING dosent implode' feeling all too well.
  14. Laythe + Pol. I was gonna set up 2 probes for a planned colony (never finished-the skeleton i had was smited by 0.21) and the first made it, but the second ran out of power during its burn after going round the dark side and trying to continue using the ION drive (I left it going whilst I had a cup of tea) and ended up shooting off and away from laythe. I managed to edit its orbit for a pol encounter and got an orbit on RCS and the tiny amount of fuel left
  15. I think I found a bug with this mod. When I went into time accelerate and came out again, the physics wouldn't load-the red light on the staging menu stayed red and I couldn't interact with my ship. This happened multiple times. I also had B9, KW rocketry, MechJeb 2, Kethane 0.74 and KSPX installed, but I know it wasn't a bug from any of them as I played on the save with these mods for some time before installing Magic Smoke and had no instance of any such bug. Help/confirmation would be nice, as my save is now unusable due to this bug (Uninstalling didn't help, but that is true for many bugs.) and I had to start over without the mod.
  16. I think it should be a toggleable option in the menu, something that you could add in if you wanted it but switch off if it was troubling you
  17. I think a cluster/cloud galaxy of a few stars (a few dozen tops in vanilla game) is a realistic aim if the devs were to do this. The KSP team is incredibly imaginative and are very able, but to complete an entire galaxy (even a small one) would be a difficult feat for anyone. I think that a large part of any interplanetary gameplay would be community-based, E.G lots of moddable planets people could create if they wanted extravagant, complex worlds, or even a system where high-quality systems and worlds created by the community could be refined and added to the game if they were good enough to reach the standards of planets already implemented
  18. Well, I think this is a splendid idea. It doesn't cause any realism issues (The fairing would act like the payload was secure inside, a realistic, strutmageddon-free and aesthetic way to fly) and would help people with less powerful computers. I don't have lag issues, but I have to play with lower graphics than I would like due to PhysX being wobbly and laggy.
  19. There is Kethane on Kerbin, try putting a scanner into polar orbit and doing x50 warp, it gives you good general coverage
  20. Thanks, just realised I had to use an archive program (WinRAR for me) but I was going through the source one XD
  21. How do you install exactly? My download just gives me a text file.
  22. The connection works fine, but the chat box is screwed up-it turns anything anyone says into nonsense. E.G I type in 'Hello' and it says in the chat [. |. ] el o
  23. As I add more parts my game slowly gets slower, and at 1500 parts there's a huge drop-off that gives me about 3FPS
  24. Not sure why you would even need a 2-part lander. I built a large lander that, once put into orbit by the assent stage, could fly to minimus, land, take of again and fly back with 10 per cent of the tank left.
  25. Your design could probably be modified to work, but I think you should simplify it to 4 small nuclear engines on fl-t800 tanks around a x32 and x16 tank, with a lightweight pod/micro lander/probe on top. Not a very powerful design, but safe and lag free transport for small landers and probes. It can reach orbit over Duna and Eve and return and do one way trips to any of Jools moons. Hope I helped
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