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Heavens

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    Bottle Rocketeer
  1. Finishing of the core game features like: Aerodynamics Resources Parts/Missing parts Balancing (parts, career/science mode) After that feel free to add new features like for example mechanics like SCANSat. I would suggest not making extremely game-changing additions shortly after the official release unless they're optional. An example would be adding a feature like Remote Tech that instantly renders all of your unmanned probes unusable after updating etc. If you want to change the gameplay that drastic better push 1.0 further back and implement those changes now
  2. Just wanted to drop by and say thanks, using this and OpenGL dropped my RAM usage by almost 1.5GB :> @ironclad I've just ran ATM on a pretty heavily modded installation and had no issue with icons. Guess: Have you tried deleting the FerramAerospaceResearch folder in "GameData\ActiveTextureManagement\textureCache" (unsure if this is the correct way to force ATM to redo things) The 0.14.6 version worked just fine for me.
  3. I'd really like to see procedural tanks and structural parts. To keep the R&D "balanced" I'm against scaling their diameter just the length in multiples of X. Having just one base tank per diameter would help reducing unnecessary clutter in my opinion. Same thing with wings and structural parts, while I do like tinkering and LEGOâ„¢ strapping multiple wings together to get the same effect as one procedural wing looks rather silly and causes physics issues as joints start to wobble around. Totally against scaling engines though as this is, at least for me, one of the most important parts I have to work around and like their "flavor". I'd also like to see scaling costs of course
  4. Working fine so far under DX9 but I had to install that "one more mod" to cure the access violation. Seems like a rather strange bug, any idea why this happens?
  5. Yeah I think reducing base values, increasing diminishing returns and decreasing the value of sent information compared to retrieved one. I think just implementing a max range on the communications dishes/antennas might also help. Once you get enough power you can just get into orbit/land and spam science, if you had to research better antennas before sending data from mun and farther. What helped me to artificially extend it further is too not overthink things too much, just like actual kerbal science I did all of my flights by trial and error while making at least sure I can return the craft back home. It's definetly a great feature and allows for so much more gameplay to be added besides the sandbox. Edit: As they guy above me mentioned, you've also have to keep in mind the people who are absolutely new to the game and might not even know the other planets/moons exist or how to actually get there. Just an idea that popped into my head, but maybe they could add modified tech trees with increased costs and less/different parts which you can choose from (eg. easy/normal/hard mode with the corresponding tech tree)
  6. Well I've already done some stuff off my list, and except for the mun probe made sure to retrieve them all to rack up science - Launch a rocket - Launch a rocket to space - Launch a rocket to orbit - Fly by Mun - Orbit Mun - "Land" on the Mun I absolutely love the science feature. Due to the limited parts available I've had to think a lot more, especially the lack of any power generators except the engine makes transmitting data a risky business
  7. Oh dear lord... I've just been up like 30 hours and was about to head to bed now this happened... Guess I'll have to clock in for another 24 hours to take a peek
  8. Yeah it also has more ejection force which should push whatever you have attached further away from the craft. On the topic, I'm really loving where the science part is going, I like playing in the sandbox and setting my own goals but having to get the sand to play is fun too
  9. Well KSP is a sandbox type game and just as in the real life sand box you can create content for yourself just have to use your imagination
  10. Well the "spider design" makes it easier to land. Depending on what you're planning to transport you can attach the tanks/engines directly to the main tank instead of using girders. Might need a bit more information on what you want to tug around and also what mods you're using if any as some mods provide parts that make it easier. This is a heavy duty version I use sometimes (I use different parts but it's basically the same)(30t): (click for a larger version on imgur.com) As you can see it has fuel for around 7m 40s burn in vacuum it has a low TWR though so you might not get things down to Kerbin with it. I mostly use it if I'm not sure about how much fuel I'm actually going to need and am too tired to do some tests or calculations. If it's too heavy you can just use the smaller version of the tanks Lighter version (14t): I got a docking port on the bottom just in case I'm trying to pull something with a port off the ground, I've only manage to get it done once so far. You can change the remote guidance for a crew pod and add ladders to get your kerbins inside but the 4 engine design gets kinda tight. You can also reduce the weight by using smaller RCS tanks and drop the SAS but there more or less placeholders to make room to attach things. If you're good at landing you can also reduce to engines to 3 or 2 but I like having at least 3 as it makes it more stable for me. Hope I could help Btw. feel free to make suggestions to my designs, I usually just throw them together and not really improve them if the work.
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