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PeterPan

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Everything posted by PeterPan

  1. This is a very nice project. I like the idea of sensible progression a lot. After testing for some hours I'd like to suggest the following: - make more or all of the construction parts like beams or struts, cubic struts and so on available at first node. - I like Hooligan Labs Airship mod a lot. Some parts of it like the gondola are in your tech tree, but the envelopes are not. These could be also available very early.
  2. @kcs123 did you try to reduce thrust output in the VAB? This is working quite good (adjusting TWR to 1.4-1.7)
  3. I appreciate your effort of building your own tech tree. Please follow your way like in the last updates, which i liked a lot. And please keep up the support for using stock parts. I found out that i don't like the procedural parts that much, but i like a lot your adjustments of gameplay.
  4. I would like to bring this to your attention: http://forum.kerbalspaceprogram.com/threads/114087-0-90-Impact%21-impact-science-an-contracts-v1-0-0-27-mar-15 It looks nice and seems to fit well in the Kerbal Universe
  5. After updating the contract shows as before. I'll try to fulfill it asap.
  6. I have a similar problem as Karki - did not fulfill contract correctly in the first run, recovered Tito Kerman (time in orbit was too short) and he didn't show up on the next try. Trying to remove contract pack tourism destroys my save. Could restore it by adding the contract pack again, but no more tourism contracts are shown.
  7. Did i get it right - actual flying vessels will not change, so I do not have to save my kerbals immediately?
  8. If you are thinking of supporting airships you may have a look at http://forum.kerbalspaceprogram.com/threads/99132-0-90-Procedural-Airships-1-3-dec-20th-2014 which has a little more "realistic" touch, but are not easy to fly with.
  9. I agree with Lord Aurelius regarding BTSM. I played it a lot and it's very carefully balanced, which in many cases means that possibilities are removed or reduced. Another little thing - but very handy - is the possibility to open ALL solar panels via the right-click menu. Maybe you could include that? For explanation: this was not my idea, it's a thing which FlowerChild (the creator of BTSM Mod) did.
  10. I share your impression, that the KAX Turboprop Engines are too strong. They should have less power than the jet engines and it should not be possible to reach supersonic speeds with them imo.
  11. The solution with the non-retractable light solar panels seems the best considering overall balance.
  12. I'm very impressed about your quick reaction. May I ask the reason for removing KAS support for this parts? Thank you a lot anyway
  13. I'm a little concerned about removing KAS support for the lighter solar panels. Often I add some of those in a container for emergency purposes like breaking during landing or something like that. Do I have to expect problems in existing craft?
  14. I'll test it asap, but not much time now. It is the "Escape the Athmosphere" contract. Unfortunately there is no way to cancel the contract, therefore it's blocking one slot.
  15. I have the same issue. Not a great problem but a little bit annoying
  16. I played with this mod and the others you suggested some hours and had a lot of fun. It's quite challenging, but your rocket and plane examples helped a lot. Very neat designed! Now trying to figure out how remote tech works. I didn't experience any problems so far. Thanks a lot for your work. If I think about it - i don't like TAC life support, its too complicated for my taste. IFI Life support works good and is very easy to use. Maybe you could add support for it? http://forum.kerbalspaceprogram.com/threads/92011-Release-V2-3-90-0-Interstellar-Flight-Inc-Kerbal-Life-Support-Mod
  17. Did you really play BTSM? The point is: it's more difficult to reach something, e.g. "land a Kerbal on the Mun", and therefore it's way more fun to overcome the given problems and accomplish something. If somebody doesn't like this - no problem, just try another mod...
  18. Great post. Maybe you could have some fun with the BTSM mod, which works only in 23.5 until now, though . My feelings about the contracts are just the same. http://forum.kerbalspaceprogram.com/threads/61632-0-23-5-Better-Than-Starting-Manned-Career-Mode-Redefined-%28v1-57-June-12th%29
  19. The idea of maneuvering the vessel by short thrust reduction is brillant! Glad to read a new missions report. I like the mission's naming too
  20. I voted for Seedous Kerman because of his name and no one else since i missend the "multiple choice" thing
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