Jump to content

Carmoldu

Members
  • Posts

    36
  • Joined

  • Last visited

Everything posted by Carmoldu

  1. I think that when they finish implementing everything they want in career mode, they'll just spend a lot of time ballancing everything so that any strategy is broken. Just give 'em time.
  2. I feel the same about this topic. It's not like they should substitute the contracts we already have, but add those more comercial focused ones (like the "fine print" mod adds http://www.curse.com/ksp-mods/kerbal/223168-fine-print )
  3. I was thinking in what kind of challanges could ISRUs represent other than having to launch heavier payloads. What if an ISRU was made up of more than one module in order to function or each module had an specific function (extraction module, conversion module...). This would bring up a new challange which is assembling. Do I assemble my ISRU in orbit? If so, how do I land it afterwards? Do I assemble it on land? Vertically or Horizontally? How will I do it? I'll also need to do precision landings... I think that this way the activity would be challenging and would imply training abilities and also design.
  4. Well, that's why they are developing reusable first stages in reality... The fuel is not free, but it represents less than the 10% of the rockets cost; reusable first stages will lead to a launch cost of an order of magnitude less than nowadays cost. So, what I mean is that free fuel isn't a bad approximation at all, although personally I'd prefer that it costed something (but if you get an orange tank back, if you are going to use it again you just pay for the fuel, not the whole orange tank...)
  5. Some of those were already (or kind of) solved: 1- Since 23.5 you can adjust the nodes with the mouse wheel to make fine adjustments. 2- you can leave displayed apoapsis and periapsis info (even of targeted crafts) by pressing control+click the "banner". As long as I tried, this won't work with the intercept node and ascending/descending node information and I think that could actually be useful. About 3, I feel that is part of the fun of this game, finding out how to do the rendezvous thing. In addition to this, you are considering that you are in the same orbital plane of the target and this is generally (it is difficult to be exactly at 0) not the case...
  6. I think you have a point. It's a bit surrealist that you can make rockets but don't have wheels, for example. I think that the most frustrating thing related to this when starting is that you don't have any way to store electricity, for example... A tech tree like the one you purpose would certainly solve that problem. Actually interstellar mod is using this for their parts: you get "interstellar science points" using their lab and with this points you can upgrade their parts in order to make them more efficient. I think that the problem here is that you are not explaining yourself well and is causing a huge misunderstanding... It's not about making the start harder by nerfing everything, but giving the basics to build a consistent rocket from the start. As this would fasten out the process of completing the tech tree, a way to make this process slower and more challenging is by making parts upgradable. This would also be fairly more similar to a real project process: you have various areas covered (power, engines, controll, whatever...) and you advance in this branches.
  7. I'm totally with you. I would also add a mod-updater tool to that list!
  8. The other day I was doing some maneouvers and I found myself without a little piece of information that would have been useful: the planet's ascending node. The same way in which, when rendezvousing with another craft or astral object under the same SOI as you, the ascending and descending node are shown, giving also the extra information of inclination, I think that this info would also be worthy with respect to the planet you are orbiting at. So, in addition to periapsis and apoapsis, also ascending and descending node were shown, or maybe if the planet was selected they popped out or something like that, and putting the mouse on it showed the inclination. This would enable other features, such as in kerbin when putting the mouse over the ascending or descending node, in addition to the inclination, it also gave the node's longitude with respect to the KSP, which is located on the equator. This would give more info in order to determine the exact orbit you are at (it takes 8 independent variables to describe a fixed orbit). In the image there's a coordinates system. As I propose the Reference direction (Aries point) would rotate with kerbin going through the KSP, and the plane of reference would be the equator. What I propose would give the ascending node longitude, position and inclination. What are your thoughts about this?
  9. I've updated to 0.23.5 and it's working fine in a "blank" copy of the game, but now I'm updating the mods and I can't make it work (it works fine without visual enhancements exept for ocasional crashes...) This game isn't that much enjoyable without the visual enhancements and I didn't even notice, it's an excellent mod! When installed, the game will load but when finishing loading, it doesn't even show the menu, does anybody have (or had) the same problem? I'm running these mods: Firespitter, HooliganLabs, Simple Parts Organizer, Deadly Reentry, Kethane, TacLifeSupport, Vanguard Plugin + Parachutes, Enhanced Navball, Kerbal Joint Reinforcement, Docking Port Aligment, Kerbal Attachement system, TAC Fuel Balancer, Kerbal alarm Clock, Engineer Redux, KW Rocketry, KWR Texture reduction pack, KSP Interestellar, Ferram Aerospace Research. Any idea about what could it be? I really would like to be able to make this mod work
×
×
  • Create New...