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addicted2code

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    Curious George
  1. One feature I feel would really take this game to an even further level would be the ability to build units apart from one another and link them. The Idea: When you detach from the primary capsule, as you all know, it locks you out from adding/remove components on the removed piece. That's not a problem when you're building a rocket typically, but if you're trying to build multiple units it really makes it difficult. The ability to do either: Loading Units - an example would be I build one ship, save it, then start a new ship. I could then load the first ship I built as a modular component and add it to the new ship. An example of this would be: I build a rover pod/small ship, then I build a primary ship and attach the rover/small ship to it so it's staged as two systems. Detach and build separate - this is pretty simple. Basically when I detach from the primary pod I can still keep building. So I could build both of these ships in one viewing, then just link them when I'm ready. How I worked around this: One of my first rockets I got into orbit, I then brought back down to earth. I have a recovery unit I built that I could just fly out, pick them up and bring them back. It was a tiny unit designed to land on a fairly flat/stable surface to pick my guys up at. The problem this time was that the pod landed in a rough terrain area that I couldn't land in. I kept crashing when I tried. So I decided the next option would be to build a rover that i can drive out there and pick the guys up with. I never built a rover before, so first I just built a rover and tuned it as I tested it on the airfield. Once I was happy with the rover I could do nothing with it since it didn't have enough power to go out, get the guys, and come back. SO I then decided to do a carrier drop. So I built a gigantic aircraft with a carriage unit on it. I then tried to build my rover the same way, but I was faced with a very difficult challenge because I have to build the rover onto an existing craft. I couldn't build it on the ground then drag it and link it to the ship. It was extremely tough to do, I had to really work around the kinks of the system to make it work. It took a good 4 hours or so, but eventually I got the rover built. I fly the aircraft over the stranded pilot, slowed down, did an inverted move up, ejected the rover then quickly changed views to the rover. I enabled a rocket boosted on the rover to carry it away from the aircraft and control it towards my guy. I deployed a parachute, landed it about 300m away from him. Walked him to the rover, drove it back to base. (Side Note: I know there's an archived post on sequenced stages, that would also be a HUGE benefit. To tell my system "Eject Rover, 2 second delay, enable boosters, stabilize, eject parachute @ 1000m, etc.. - instead of having to switch to a component then control it while my aircraft eventually crashed somewhere since it wouldn't let me switch back while in the air) It was a ton of fun, a very challenging mission, but unfortunately I think the fact that I couldn't build it and attach to the ship made it the hardest. Another Example I am now in the middle of building a large rocket with an explorer unit (remote controlled) that I can deploy to planets first, drive it around to find a suitable landing zone. But again I struggle to build these units on a ship just because the building seems to be centralized around the primary pod and won't let me build apart from it. Sorry for the long post - I wanted to explain the use of my idea
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