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Troblin

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    Curious George
  1. Hello. Sorry, I haven't browsed the whole thread so quite likely I'm not the only one mentioning some of these. I've made up pack with this mod and USI kolonization and what felt lacking. 1) Needed 1 big round canister for cryoliquid with no symmetry problems whatsoever. 2) Needed "recipe" or module to manufacture cryoliquid from say polymers, chemicals and water. 3) needed possible option of making cryovats slowly drain their machinery pool under USI and that pool being only replaceable via someone's EVA and KIS. 4) with all of the above in mind, might want an extra model of cryovats with everything included, even a non-refuelable reactor with 2 years of fuel comprising a two year (+- temperature around) escape pod that could, besides other things, be used as a contract item. 5) late tech emergency awakening system. If connected to a pod, catches conditions leading to kerbal death and interrupts cryosleep using separately stored energy (in maybe a one-use turbine generator) and possibly sends out a game pausing message like a kerbal alarm clock. 6) possible different variations of 'difficulty' or complexity of this mod toggleable through config, the complex one being a choice between several modes of kerbal storage. a) major freeze being what it is now, but needing scheduled reanimations for two weeks every half a year to let damaged bodies recuperate, decativation due to power failures etc has 80% chance to kill and 20% to wake, missing scheduled reanimation sequence leads to increasing chances of death from 1% at day one to 50% from overdue day 100 and on. Last feature of this mode is several hours long thawing. b) stasis - full freeze requiring late game tech and energies of 300+/sec per kerbal to run with 95% fatalities on power failure. Extra feature of this mod is that activation and deactivation of stasis field could require 20Kish energy, and possibly the working devices could also require larger drain on machinery and specialized parts. c) sedated sleep. This could be an alternative early mod to (a), requiring less power, being safe from fatalities, but instead of switching kerbals off completely it would make the inactive command wise while still draining 1/5 of NOMS or other life support items they'd normally drain. this mode might require a different chemical type to be constantly drained during such forced inactivity. This post was brought to u by a selfish user who does not care how u do things, he just shares what more he'd want from an item. The positive side is the item was actually good enough for people to enjoy it and hope it gets even better. Cheers.
  2. Hello. I gamed this game for some time, got some insights and want to share them. Did you read the forums much? No it spoils my 'fresh' opinion, I will however do that a lot right after this topic. Did you at least read the 'do not write this' topic? Yes, that I did. Some of what you mention is already in that topic - why did you mention it again? I think I'm giving a slightly different outlook over these subjects. Some of these things are already in mods - why mention them here? I like mods but since career mode is a subject for some competition, I would like for mod content to be implemented into the maingame and its career balance to not keep asking myself "Am I cheating career?" after activating yet another mod. Now to suggestions as brief as possible: EVA activity combined with craft inventory - applying and/or removing spacecraft elements via EVA. Most basic would be fuel lines and connection struts after docking to make orbit assembled craft less wobbly. Interface option to equalize the amount of liquid in two tanks. Maybe needing an extra module. Structural capability to relink triple etc modules back into the triple etc adapter and or other symmetrical items like O shaped aircraft with a cargo hole in the middle. Two of the above would benefit from ghost parts - i.e. virtual constructs that can only be occupied by their real counterparts for the sake of symmetry. That would allow to carry a spaceship from space to virtual construction dock, add ghost parts (with symmetry etc) then have kerbals on EVA replace these parts with their real counterparts from inventory - thus no need to implement any building tools into EVA - just fill the gap from inventory ability similar to repacking chutes. As for relinking triple and other items, it's just a case of different symmetry types and of the many ways to solve it is a ghost module similar to a subassembly, running extra checks on symmetry logic between its logical front side, back side and trying to apply middle module multiple times according to the symmetry. Last is science - what noob would I be without mentioning that. First I thought of prototype system - I.e. any way of making it necessary to go to place X to be able to open a tech tree part Y. Then I thought of it to be too linear and came up with prototype to upgrade system. Starting with psychology of what it is now - early flights and career must be a challenge, yet providing a minor freedom of choice of development, then switching to near creative mode after exploring a couple of nearby planets. How could we tweak science so that it doesn't break early challenges and yet gives some incentive to experiment above and beyond? My answer was upgrade system. Each item in tech tree would have 3 upgrades of 3 tiers. first would be power/speed of work/durability depending on module, second would be isp/energy usage/drag and last would be price or weight. Each tier of upgrade would give a part a 5% in approppriate field. How to program - we have a table of science data from experiments of all types, filling the bar (getting most data) for certain experiment would make the game check another table whether that instance holds an upgrade for any modules. If yes - yay, +1 level of upgrades for new modules of this type (not retroactive). Table of upgrades could be either pre-written, random or semi random, i.e. aero related upgrades in atmospheres and/or 3 different levels of each 1 upgrade scattered between 'easy/close', 'avg' and 'hard/far' locations. Pluses of my research suggestion - it does not mess up starting challenges too much because it takes much research for upgrades to really kick in. It does create at least a bit of an inspiration to do research trips after the tech tree is done with. It is not extremely hard to code most of it into existing structure as a side project. Thanks for reading, that was a fresh opinion of a gamer who played for some time without toying with forums or mods too much, on things he'd like to see in unmodded game. That being said I already have mods to show center of RCS, docking port alignment and advanced navball and really think they make life more convenient, yet not too automated, which is what this post was about. Hope your time was not completely wasted. End.
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