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Found 7 results

  1. I put it in here (instead of the general suggestions forum), because it is an expansion specific suggestion. I think it is not only useful, but absolutely necessary, to implement some kind of slider where you can adjust the time intervbals in which you get notification messages about new science points that are generated by your ground experiments. At the moment I have 3 ground experimental setups running on Mun (in order to fulfill a Goo Experiment Contract) and get spammed with messages informing me that the experiment added around 0.033 - 0.007 science points to my science point p
  2. Hello Guys, I logged into this forum, because I need help to safely achieve my own ground speed record with stock parts, but there is one problem, which occurs no matter which craft you use. If you finally reach damn high speeds, over 2000ms, You have the problem, that you collide into the terrain. To solve that problem which already occurs at 800 m/s you can put your aerodynamic quality to minimal, then you can achieve speeds over 2000ms easily with sepatrons. But when you start to slow down, you crash into the ground again, but how can you fix that? I already put everything on the lowest set
  3. A really nice stockalike set of parts specialized for building ground bases anywhere in the Kerbol system. (PLANNED) CONTENTS: A spacious habitation module for your stranded kerbal pioneers ✔ A large ground laboratory for analising samples in loco ✔ A variety of tubes for keeping your base united ✔ Solar panels, because you can't do science in the dark and batteries aren't eternal ✔ A nice command module with a view of the stars above [insert planet here] Ground legs for protecting your base from rough landings PRE-RELEASE WHEN? When I finish the co
  4. I was bringing new kerbals to my Mun base. But when I came too close to the base, the base, rovers and landers around it exploded. After that I reloaded my save and looked carefully at the base by zooming out. I saw That the base was in the ground. and now (also when I swithed to the base) when I come too close it explodes every time How can I fix this?
  5. So lately I have taken to the habit of building many of my rovers with reaction wheels, and I set all the electric torque components to "SAS Only" mode. I find that this helps a lot on flat(ish) terrain, making the rover less likely to flip over when aggressively breaking or making sharp turns, as the torque of the reaction wheels in SAS mode helps cancel out forces that might send the rover spinning. But experience has taught me that on rougher terrain where gravity is lower and changes in elevation more sharp than on much of Kerbin (like, say, the Mun) I have to "pulse" deactivation of the
  6. I'm making a mod that will introduce a completely new way to make wheels work. I already have the models and the basic systems working. The mod will add a new resource, torque, that engines make in exchange of fuel. Wheels use torque instead of electric charge. The thing is that it seems KSP, when the wheels are checking for torque, checks the left wheels first and therefore gives more power to them. This makes the car turn slightly to the right. The easy fix is that every player adjusts the traction limiter of the wheels perfectly, which is pretty time consuming and confusing.
  7. Ground Effect Now here's a feature that would open up some awesome possibilities. Imagine being able to build realistic hovercrafts, ekranoplans, etc.. This would also make landings a bit easier, since you get an extra blob of air pressure under your aircraft as you near the ground. Exhaust Compression Basically, take a regular engine part, build an aerodynamic shell around it, and ta-da! Makeshift extra-large ramjet. The engine itself gets you going, and then as the shell takes in larger and larger volumes of air for the engine to heat up and compress, the more thrust yo
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