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Pthigrivi

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Everything posted by Pthigrivi

  1. rdwulfe, Im super with you. Like I know people are passionate about this game, which is good! But people seem to get really weirdly protective about small changes here. Just relax and wait to see how the upgrade system works, thats whats important. Im by no means uncritical, but I love this style, the ramshackle especially, its hilarious and beautiful.
  2. No I mean I get it but lets get a grip here. The lore is by far the weakest part of this game. Its one model of a green guy in a spacesuit with different names attached to it. Theres no story of any kind. I think its okay to take some liberties moving forward. I mean Jeb was the FIRST. KERBAL. EVER. Should he get his own special suit? Or should we just chill the .... out until they sort out unique kerbal training and do something meaningful with suit colors then.
  3. People are so weird and precious about the orange suits. This game isn't even beta yet, I don't think the spotty bits of existing lore and throwbacks are really that critical to the gaming experience.
  4. But guys the WINNEBAGOS! Seriously I think you guys are missing it a bit. This is about the humble beginnings. When you open up its just going to be this ramshackle outpost for space rednecks to launch themselves into space. Its gonna be epic to build from that to the full modern setup.
  5. Omg how are you guys not getting this. Its ....ing amazing.
  6. Double shoot down! *Hi five* Haha jk kerbingamer, Im totally with you on the game needing fairings in general though.
  7. I actually much prefer the KW standard fairings. As with most components the modular kit-of-parts nature of it I think forces you to think more creatively about how to fit payloads. Also I think the procedural fairings kind of look like garbage by comparison.
  8. This was the set-up I suggested a while back as a simple way of doing both life support and resources: " So this is an idea I've been thinking about for a few months now, namely a real-world way of making colonization simple and fun by adding H20 as an off-world resource. It could come in 2 forms, ice formations in deep craters and poles, and surface water around geysers. It could also perhaps be extracted from some off-world bodies of water like the oceans of Laythe. This water could be scanned and mapped from orbit, and would be limited enough to require some precision landing of heavy equipment. Once located, it could be extracted and refined into LFO using electricity, just as future real-life missions plan to. My idea is to not just have this provide fuel, but service life support as well. New Parts: H20 Detector: A long antenna used for mapping sources of H20 on other worlds, either from orbit or with rovers. Science could be earned from detecting it. Similarly, retrieving surface samples of water would have a science multiplier. Drill rig: This should be an armature, perhaps 1.25m, and once a craft has landed it could be deployed, orienting and drilling into the ground directly below it. It should draw a decent amount of power, perhaps 2 gigantors to operate. Electrolyzer: This should be a large and very heavy component, and should draw a lot of power to operate at full capacity, perhaps 4 gigantors at kerbin. Its basic purpose is to convert water and electricity into LFO. Once attached and operating, LFO tanks could be filled via right-click either from water tanks or directly from the drill rig. Life Support Canisters: These should come in an array of sizes and shapes, in-line and radial. Each would could hold 3 resources, Oxygen, Water, and Snacks. Each will deplete slowly over time based on the number of Kerbals in the attached craft. As with electricity and monopropellant, crew modules could hold some small, nominal quantity of each as well. For the purpose of flexible mining operations, there should probably also be water-only tanks in a few sizes. Greenhouses: Likewise with Electrolyzers these should be large and heavy. Like science modules they should also require 2 Kerbals to operate. Their main purpose is to use electricity (or sunlight when oriented properly) to convert water and oxygen into snacks. I imagine these could come in two forms, a 2.5m cylinder which rotates automatically like solar cells to face the sun, and a 3.75m glass dome. Inside I like the idea of banks of little plants that seem to grow pop-corn straight off the stalk. While operating, the snacks component of life support canisters could be filled via right click. Fuel Cell: This should be a medium sized part primarily for on-the-fly resource conversion for long missions. A vessel with one on board could produce electricity and H20 from liquid fuel and O2. I know there's been a lot of talk about these things in the past, but I think this could be an elegant way of accomplishing a number of things, and would add a huge level of late-game dimension to the game, and make real colonization fun and practical. I think it also opens a number of cool opportunities for clever resource juggling and real problem solving without a maddening number of variables to consider, and ties into real-world ideas about the future of colonization. "
  9. Yeah Im actually with Tao. Its just more important that the game represents women as equals than it is that it adheres to some silly in-game canon. Like it or not, most everyone who plays this game perceives all the kerbals we've seen as male. It was actually the first thing that really, really bugged me about the game. Its a huge oversight and one I think the devs are wise in addressing. The main thing is this could be a great game for female players, the game should be giving them characters they can relate to, and even male players should be seeing perceptibly female kerbals looking like and doing all the things that the male kerbals are doing. Really this should mean providing an equal number of males and females for the default starting line up of orange-ranked kerbals for players to choose from on their first launches.
  10. Haha also apparently you cant say the opposite of digital on this board because butts.
  11. I'd been working on airbreathing lower stages that get dropped after the payload apoapsis hits 100k and following them down, but they land so far from KSC the return just isn't there. My new set up has been cheap solid boosters that get dumped around 10k and a 6 turbojet mid-stage that gets up around 2400m/s. With some tweaking that stage can be dropped and chuted back down into KSC after the payload circularizes. Ive been testing this for deadlifting orange tanks. Pretty good stand-in I've found for typical interplanetary payloads.
  12. I hear you but I think we'll have to wait on resources. There are a few other higher-priority gameplay components they'll likely have to visit in the next few updates. That said,... I did have an idea for two-birds'ing resources and life support. http://forum.kerbalspaceprogram.com/threads/84729-H20-and-Colonization [shamelessplug/]
  13. Does anyone know the minimum recovery percentage for something landing on the other side of Kerbin? Ive been working on a turbo-jet stage that I can drop after reaching .01 atmo, and then follow back for reentry after circularizing my vacuum stage.
  14. ^Yeah it should be more forgiving, I think, but the current model should be honed to encourage more realistic rockets and planes. As much as Id love stock fairings and cargo bays, I've been leaning more and more toward hoping for a more fleshed out Kerbalnaut activity/training system. It really is the most lacking gameplay component.
  15. I like to think this will come as part of the aerodynamics overhaul. I really like B9 but its a little overkill. Id love to see 3 series of space plane parts: Mk2, Mk3, each with cargo bays, LF, LFO and RCS sections, and a jumbo series capable of carrying 2.5m parts with some wiggle room for radial parts. Id also be pretty set with the KW fairings as-is.
  16. Theres a weird kind of thing here where the Nuclear engine is so good I use it for practically everything past Kerbin. It be nice if I had to make a choice more often.
  17. I tend to rotate the entire ship 90 in the VAB, but thats because I have this weird thing about rolling forward to go east...
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