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Everything posted by JimmyAgent007
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it would seem that you posted as i was posting almost the same thing... lets let the mods decide what one to keep then..
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I know some people have talked about a spreadsheet of their science experiments and I plan on making my own. However it would be nice to have everyone chip in with input. Does anyone know if there is a file in KSP that lists what experiments you have done? The game needs to track it somehow right? What I think we need is the list of all the current biomes and the experiments you can do there. Also how much science each experiment is worth the first time, and assuming you recover it. For example i learned that KSC and the launchpad are separate biomes for soil samples and such. What have other people discovered? Hopefully we find something others have missed.
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What do you want to see in .23
JimmyAgent007 replied to jmosher65's topic in KSP1 Suggestions & Development Discussion
Id like Kethane assimilated into vanilla -
Something they found in Jebs locker.
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Liquid rover wheels
JimmyAgent007 replied to Rockyfelle185's topic in KSP1 Suggestions & Development Discussion
I was thinking T-1000 wheels that would alter according to terrain. Spikes for going up hills, wide to avoid flipping, that kinda stuff. -
Kerbal newspaper.
JimmyAgent007 replied to Rage097's topic in KSP1 Suggestions & Development Discussion
I was thinking of something similar. The idea was that instead of actual other players in your game you have a friends list and when they accomplish something it shows up in your paper. ie. "Competing space agency finally lands on the Mun, meeting Jeb whos been there alone for a year." Not really the M-Word but a way to compete with friends. -
Naming scheme for your ships! (0.24 edition)
JimmyAgent007 replied to mangekyou-sama's topic in KSP1 Discussion
for the first long while all my ships had "Death Trap" in them. It was tough work getting kerbals to fly in them back in those days. -
The official unofficial 0.22 discussion thread
JimmyAgent007 replied to EvilotionCR2's topic in KSP1 Discussion
I love now that the science bits actually have a use and gives us a reason to do a lot of things. Also i saw somewhere that processing will be improved so bigger ships will be nice. Has there been any word on any changes to docking? It would be nice to rotate after docking and if you are docking at a few different points but some havent docked after others have that you can force a docking rather than undocking totally and trying to get all 3 docked at once. -
Weld/Fuse Docking Ports
JimmyAgent007 replied to JimmyAgent007's topic in KSP1 Suggestions & Development Discussion
Some of the docking rigs ive made are rather stable, but still there is a lot of wobble. Id like something that eliminates wobble and makes it easier on the math. If you have a big ship there is enough of that going on and the less objects making lag the better. -
Id like to be able to add a part like a separator to the docking ports. However its job would be to melt the two of them together. This would make a much stronger connection when making things we have no intention of undocking. It would also avoid the debate on making docking ports stronger. So when you dock you just activate the part and it makes the weld and you are left with a single piece rather than two ports that you need to keep doing the math for to see if it breaks. Now, they can be detached via an EVA kerbal in case you do mess up with the weld and the weld part itself can be repaired afterwards with the EVA kerbal like wheels and such can be fixed. Currently if you want strong docks you need to dock with a bunch of ports at once and that increases the part count and the stress calculations. This idea make sense to anyone else? Anything to add?
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What do you think the .21 update trailer is going to be like?
JimmyAgent007 replied to spudcosmic's topic in KSP1 Discussion
Jeb riding a rocket into the atmo and crashing into the buildings causing a rebuild.