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CaptainTurbomuffin

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Everything posted by CaptainTurbomuffin

  1. It's what it says. Be able to enable fuel crossfeed in heat shields, just like with decouplers. Sometimes your lander is in the middle of your longish craft, and with the engines at the back, and the heat shield in the middle, you have to transfer fuel manually from the tanks at the front.
  2. When starting a new world, there's an option for sesource abundance, that doesn't seem to do anything... Fuel ammout, mass, engine ISP and thrust remained identical. Is that for ores or funds?
  3. Change fairing attach rules so that you can connect struts to the basement, in order to lock your payload. Also, for fuel crossfeed pipes. (I know that it's possible to place the first part of the struts to the payload, and the second one onto the basement, but than, you have to build octagonal strut-basements onto the payload, so the struts won't be sticked onto the gadgets on the payload's surface)
  4. It's what it says. Be able to either enable it on parts like decouplers, or disable it on other parts, like wings for example.
  5. Wheels! Closing/opening intakes. (oh, for that one, we'll need a need for closing them first)
  6. That's great, but how about TWR and thrust? Aerospikes should have high TWR. A brilliant suggestion of mine was due to its pointy shape, make it have minimal drag in atmo (good for spaceplanes and EVE). But, if they also had high thrust (and, due to the high TWR, even higher mass) , they would became perfect SSTO-spaceplane rocket-stage engines again.
  7. This was a sserious issue until procedural fairings were introduced. Making interstages with the P-fairings is just more expensive, but that's all.
  8. Yes, I suggested something similar once. It was in a suggestion for hypersonic planes. What I suggested was water-cooling. A pump could be connected to certain parts. Tanks of water could be used to cool the connected parts. Once you're out of water (alll your cold water is turned into hot water). It could be a lot stronger than radiators, could be used during flight ( you won't have to extend radiator-sails) , but it's short-term. Depending on your ammout of water you have, and the rate you heat it up (the ammout of pumps you use it with. The ammout of water determines the heat storing capacity, the number of pumps the cooling rate) it would run out after 1-2 minutes. After that, the hot water could be cooled back again with on-board radiators. But, of course, no super high-speed flight, no need for anything like that. But anyway, don't radiators transfer the heat to particles in space?
  9. KSP in the background is messy. If you put it into the background, either by opening the task manager, using Alt+Tab, or its button in non-fullscreen, the KSP icon won't be showed on the desktop. Not only you can't bring it up (because it won't be showed on the desktop. It's only possible to switch to it with Alt+tab), you'll have no idea that KSP is running in the background. Several times, I could only recognize it when my other games started to lag like hell when launched (fu.king up my early game in RTS games).
  10. If you have a closer look at the grass for example, you can see how detailed it is. Now, think about flying in the atmosphere. That same detailed texture is being used on the terrain. Even if you can see very far away, every square-meter of the landscape is covered with a rather detailed texture. More levels of texture detail should be used. More details from the suggestion in my signature. Am I wrong?
  11. By adding the goliath engine, they won't heal the BJE. I found a solution: Move the BJE's vel.curves towards subsonic provinces. This would make it a subsonic engine instead of a sonic engine, and it would have much greater thrust there. Also, others suggested before that the nacelle shouldn't be useless on the BJE setup. They suggested tha the nacelle would be the engine, and the current engine the thruster. I also have a better solution for that. Make the naccelle give better vel.curves to the BJE on low speeds (like if it improved airflow). This would make things much better, and also, the BJE would become an excessively good VTOL engine. I have suggested this before, you can find more details here. I also made a test mod, so you can experience that how good it is.
  12. This is the most annoying problem, and I am nearly 100% sure that this is one of the main reasons why 1.1 is delayed so much
  13. That's true. Still, I managed to find a solution for even that back than, it's also in my stock balances suggestions.
  14. As seen in the 1.1 pictures, only the BJE will recieve your suggested changes, the other jet engines will become bigger. Personally, I have many ideas for jet engines, that I've already suggested. They are collected into the link 'stock balances' from my description.
  15. IMO, the Mk.1-2 should have the buff of being able to survive a 90° aerobraking from an interplanetary trajectory. So high max. temp and high crash tolerance. Also, if life support's included, it should definitely excel.
  16. Aren't they supposed to do that? If such items were added to the stock game, probably I would never use them besides sandbox, due to the inefficiency of not staging such huge parts (I mean the size3 rockets). They are good for first-stage, or for SSTOs. But for SSTOs, you have those Mk3 parts. But anyway, I cannot avoid admitting that a Size3 orbital engine would be nice. Mostly for spaceplanes.
  17. IMO, reaction wheels are overpowered. I have been suggesting larger and stronger reaction wheels, but everyone told me that that would be too OP.
  18. I didn't get it. But if you want to timewarp with physics, so many, complex forces are applied so that you can hardly have better than the current physics warp.
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