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launchpad_liftoff

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Everything posted by launchpad_liftoff

  1. Hey, awesome mod! Could you add a simple TOC at the head of the first post please? With this much information, it's kinda hard to follow and navigate to sections of interest.
  2. I agree. I hesitated to suggest this, since although it doesn't say anywhere that they are required for launchpad level 2, it doesn't say you need a parachute to land either, so it is the job of the player to consider getting stuck in the launchpad grate. That means that somewhere should be stated that it can happen and then let the player deal with it appropriately however they want, or simply unlock the launch clamps when upgrading the pad to level 2 (instead of having them in the tech tree) so the player can use them to launch rockets from then on if they need to. Also, the launch clamps go directly hand in hand with the launchpad (since you can't use them as not connected to the launchpad anyway) so I think providing them as a launchpad upgrade instead of a technology makes a lot of sense and works nicely. I haven't tried modding KSP, but if I had any experience I would make a mod that does what I suggested above if it is possible.
  3. This bug is in career mode. When the launchpad is level 1 all my small rockets launch fine as expected. After I upgrade the launchpad to level 2, the same rockets that launched fine before, appear to get stuck. After about 10 seconds of the boosters burning they suddenly launch very fast upwards. I have determined this might be because of the creases in the grate of the level 2 launchpad. The bottom edges of the boosters get stuck between the creases and the rocket doesn't take off until it somehow gets freed. This doesn't happen if I slightly readjust the position of the boosters.
  4. Excuse me for not checking ~90 pages of posts because the search feature sucks, but does this mod properly work with NEAR?
  5. I want to suggest adding an indicator that displays overall game progress/completion. The 100% completion mark, for example, could consist of landing and returning a Kerbal from all celestial bodies, gathering all possible science in the game, unlocking the entire research tree, discovering all the easter eggs, etc. This indicator could be either a global game statistic or a per-save statistic. This would give a player some kind of objective or target to aim for and continue playing, and also provide a simple indicator towards how far a player is in the game. Alternatively, this could also be broken down into separate progress indicators for each element (one for tech, one for easter eggs, one for celestial bodies...). I think this would go hand in hand with the current science reports that we have in the R&D building; split the tech tree and the reports to different buildings (eg. R&D and Archives) and in the Archives building provide the overall progress.
  6. I would like to suggest something that I have wanted to see in KSP for a while. And that is seeing your assembled rocket driven from the VAB to the launchpad. I think it would greatly add to the aspects of a space program and also might allow you to test the general stability of your rockets while they are being moved, instead of appearing out of nowhere on the launchpad.
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