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juvilado

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Everything posted by juvilado

  1. http://subefotos.com/ver/?78f477a35505b4cba39002d4be668300o.png#codigos Hi, im trying to dock these ships for refuelling one of them, both have energy and same docking port, but never link together. What am i doing wrong? - - - Updated - - -
  2. thanks for the info. Of course i knew there is a wiki with the data, i just wanted to know HOW to calculate it. :-)
  3. Seldion is right about the fact that there are very important mods like Clock, Engineer Redux, KAS and others that should be on the very basic pack because they overhaul the game so much that once you try them, you dont see the game so complete without them. Squad members should reach an agreement or contract with the authors of the mods and include them in the main program.
  4. Very interesting and good mod indeed, but as im playing career mode, are the parts available from the beginning in career mode?
  5. Are you playing .23.5? and you say you covered all tech tree from the beginning in just one expedition to MUN? with just the thermometer? (and mistery g, not sure if it is from the beginning) Hardly to believe, can you post a picture of the ship?
  6. I started playing at .23 and found science quite balanced, except maybe its too easy and sometimes foolish some science collected in Kerbin. Id consider a game flaw if i could harvest 2000 science in the first mission and unlock half science tree in one strike! Well, to be honest, i would include some futuristic (non scy fy) parts, because the tech 30 years beyond today for instance will give us new parts and materials, and every player will welcome that, wont we?
  7. Thats very interesting, but can anyone tell us any easy formula to calculate the stationary Orbit of any planet given? I dont find it anywhere
  8. I like your idea, it has lots of similarities with what i suggest. I propose not to passively improve, but after succesfully missions (engineers get useful data and experience) as well as with investment. As you suggest in your thread, each player will specialize in some specific parts (the ones he likes more) as it occurs in reality: i believe NASA, ESA, Japan, China, Russia, etc dont have the same parts, do they? They work on the pieces they actually use in their spacecrafts. This could lead to very different careers depending of the choices of improvement you make, witch i think is good for the game.
  9. Well, I think in sandbox mode only the ultimate parts should be available, the half developped ones only in career mode. Note that the science tree should be heavily modified or even removed in favor of a new economic+contract+scientific mode where you must try the prototypes first and/or invest the money you get with the contracts. Science would be needed to be spent for starting a new project (to start creating a new part). Maybe the parts could have some different improveable attributes (weight,Isp,charge capacity,...) depending of the kind of part, and they get eventually improved as they are used in successfully missions or we could pay (invest) for being "privately tested and improved". The best parts wont be available for research untill more basic ones reach some level of developement. Or something between all said, this is more or less a brainstorm.
  10. Agree with you in both ways: Larger runaway(s), but only after you invest in them. Maybe you dont need them if you dont advance in aeronautics so much with the career mode and contract system.
  11. It would nicely fix in the contract system, for witch you would be asked to try an experimental part in some concrete mission (for instance, use the new antenna to transmit from Minmus) before it gets fully available or fully operational and optimal.
  12. Hi, just thought about a way to improve available tech and parts, apart from science requirements. As in real life, the more money you invest in developping a part, the best it gets (less weight, more power in engines, cheaper to produce, better torque, energy efficiency...). So a part wouldnt get it optimal (and final) form untill some money has been invested in, AND some trials have been conducted. For instance, the same cockpit could be "lightweighted" from the 1st time it is used to the 5th, meaning that the engineers have found some improvements to make. Any ideas or opinions?
  13. Would be interesting at some point for the kerbals to be able to reallocate fuel ducts, or even conduct a refuel from 2 separate sources using a fuel duct or similar, inland.
  14. Thanks, ill try that, although in Kerbin they worked fine...
  15. Hi, Im quite desperated with this rover, it was working perfectly on Kerbin, but once arrived to MUN, it doesnt move forward or backwards. The wheels move but looks like they spin forever. They seem to be somewhat sunk into the munar sand. I tried the following: Brakes on/off Lift off and relanding Inverting steering Pushing with RCS thrusters upwards and downwards Decoupling the fuel tanks. Toggle torque Change Rover controls, change to docking mode. Please, could you tell me what is my mistake, if there is any? Thanks ssfdd
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