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Dun Kirk

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Everything posted by Dun Kirk

  1. hypertext edit gives the ability to test. I hope they have some kind of guide in game, currently its entirely the wiki... most things are the mun or less, a couple are x2 the mun, the others aren't viable economically bar probes.
  2. Cool. Alot of cool stuff has been mentioned in the dev notes. Will be neat to see.
  3. yerh laythe and tylo are tricky to land on... 5x the mun's gravity (kerbin is 6x).
  4. until costing comes in and the science rehash its hard to tell...... I used a reusable lander with a fuel depo in orbit. I think building minimal fuel profile is ignoring the cost of launch....
  5. agreed. A timer of "will burn up in x amount of time" should get triggered in this scenario, else it can get stuck there if you time warp through the <30K stages.
  6. At the movement you unlock a group of parts, eventually resulting in your parts lists being cluttered with parts you personally never use. (it seems you may be able to pay for a part before unlock) Is there away of rigging it, so you unlock a group of "prototypes". Then if you like the part you pay extra science/cash for actual development. (real life mechanic) To balance this, any part you didn't research in that block, costs towards the next stages unlock cost. I say this because people have said, "career mode is better because it restricts the parts you have, making you get a better step by step understanding of rocket design." This way people can customise their parts lists on personal preferences, rather than "bang you have 5 parts, only 1 you will use."
  7. I got a better idea.... action groups can be placed as a stage group. same thing but simpler.
  8. I like the impactor missions, alot of the early missions were literally "can we hit with a stuff .....and what kind of splat mark does it leave" FOR SCIENCE!!!!!! I'm looking forward to .23 science was a key factor lacking in and they are expanding a lot of sciencey stuff.
  9. I'd say the same for engines, I've designed a inter-planet design and modded a nuke engine so its 1/3 the normal. It'd be nice to have that function in game. We're currently playing NASA with lego.
  10. I agree, it'd be nice *text appears* 10K over midlands of the Mun 16:00hrs at present a stupid amount of the game is in the wiki and not in game.
  11. I built parts that basically all had a poodle engine myself. I had a stab at a nuke sky crane but I didn't like the dodgeyness of pickup. Maybe when resources come out I'll have another go.
  12. if xenon tanks and ion engines are in utility.... then RCS tanks can be put in command/control with the RCS ports.
  13. bird strikes... that's what the game needs!!!!!!!!!! *gets carried away in a straight jacket* good point though
  14. I wants 23 noawww (can someone stop people making lets-plays of this game it still in beta/alpha)
  15. I just wiped what I said... I don't care about IVAs that much. Crew transfer functions yes.
  16. " The Space Center was recently "modularized" into hexagons (if I recall the dev note correctly) which could be preparation for it either being destroyable, configurable, or buildable in other locations. " ohhhhhhhhh nice
  17. never sure if its a bug or structural failure when tanks to feed between each other... they say they plan to have an exploded view, so may then it'd be easier for the game to identify. that said my ships seem to completely joint on loading atm, like the devs say "shake test!... dude we're saving you time"
  18. I'd like a jump function or at least an alarm clock. Plenty of games have load times.... I don't see how there are not natural zones, either you are around Jool, around the Sun or around Kerbin. If I want to go to Jool, only calc Jool and jump, if I want to go away, then "loading screen: hey you wanted to time warp bub, you could of waited but Noooooooo :P"
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