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Keymaster89

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    Kerbin Explorer

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  1. I always felt that there is a lack of information about other planets in KSP... i own KSP for almost 4 year now, and still i went interplanetary only ones or twice on Duna... the lack of infomation (in the game) about other planetoid and the lack of time to experiment myself always restrained me to get further then Minmus. I mean, create and testing stuff in Kerbin SOI is fair... but the second u leave that bubble u have years of travel, and any error cause millions of losses in your founds account and more important, kerbals lifes. At least for me, there is just not enough technical documentation on how to face new planets other then the 3 ones that i'm used to... i can tell if a ship can reach LKO do stuff at Mun and come back in one piece by simply looking at it, but outside Kerbin SOI i have no clue. You can call me lazy, but what i want to say is: i always wanted in this game a building in KSC where i can go, select a planet and have a good documentation of it's enviroment, composition, lore, stuff i must be aware of, border of the atmosphere, it's density and composition, maybe in a clear heigh/density graph, and anomalies discovered, day lenght, revolution lenght, a detailed surface and ore map once i scanned it, and many other information like that. All the info may not be available from the start... probably u'll have to send missions to them and run experiments to unlock the relative info, but ones you acquire that, you have the clear documentation at KSC, at your disposal for accurate planning. That's why a ground telescope. It collect all the knowledge from the Kerbol system. And no, the tracking station does not do that. The tracking station gives u general info of the planet you're looking at but it's function is to keep track of missions, ship and object in space, not to analyze planets. Even if i don't agree about the idea of a building generating science i really like the OP suggestion. Sending probe around the system will then have a concrete meaning, beside collect a bunch of common science points...
  2. HO!.... ho... ok i feel stupid now... Thanks DStaal ^^
  3. Hi! I was messing around with CKAN today, trying to set up my new mod install, since i didn't play KSP in a while. I sadly found that some of the mod topic of some of my favourite mods (like Near Future Technology and Mechjeb 2 for example) are missing. Anyone know what happen to them? can i still hope to see them again? or there are broken the link on CKAN and i'm an idiot and can't track any of them down in the forum?
  4. All cool ideas! If i could add something, a "Balance tanks" button is also needed
  5. Cool! how many tons it lift? did you think to add landing legs for improved cargo loading stability and lifting power?
  6. That will also help! But both solutions don't exclude each other! ^^
  7. I was thinking at how difficult it is to find the proper craft file to load in the VAB/SPH... As the game progress, you end up with lots and lots of craft files, either valids craft and numerous prototypes, and i always find the load craft GUI really difficult to navigate... It's a just a list displayer, small, and the thumbnails are tiny, it always confuse me... Yes, keep your craft in order with good names help a lot, but you'll eventually end up with 50 or more files, all mixed together without any criterion. I think that the load craft GUI will make good use of a custom folders system! Grouping craft file into folders will help a lot organize a big number of craft files... Even if you simply create folders for tie a craft to his prototypes you spend a lot less time searching for them. Then you can group the folder into other folders by mission or craft purpose, and so on, generating and organized tree of craft files! I think this is needed really badly. Also, i would love to see a Player folder to save my most used crafts... any time i need some of my most used crafts, i need to go to the folder outgame at one of my other career or sandbox save and copy them into my new save or keep the whole mass of files into the stock craft folder, creating an even bigger mess... it's a really bad system to manage and share files... A player save folder will help a lot!
  8. Well no... i mean, i thought that this will be a cool addition, but didn't thought at that exploit... yeah, that's a problem... But as we have upgradable buildings, we can still say that you have to build both runway and launchpad at 3rd level before the actual "fuel depot" can take place... having no weight limit nullifies the meaning of this exploit, didn't it?
  9. Hi! I'm suggesting some kind of structure at KSC for refuel any kind of vehicle in flight. It could be like a general building size fuel tank, or other minor object like the tanks and the tower near the launchpad, specialized for any type of fuel... The idea is to go there with your empty vehicle, dock with the tank building (it could be done by touching the building in some specific point like a pipe, a valve or maybe interacting via right click when near), buy the fuel u need at the proper cost, fill the vehicle with that fuel, undock and then fly away with the vehicle full, all without recover the vehicle. What do you think?
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