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Bill Phil

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Posts posted by Bill Phil

  1. Try timewarping for a few days and see if more missions spawn. Also kerbal rescue contracts are not that difficult even at low tech. Just stack 2 pods on top of eachother, only put a kerbal in one of them, and build enough of a rocket to get it into orbit and have some fuel left over. Just put yourself into as close to the same orbit as possible as the stranded kerbal and then raise your AP a bit till he catches up to you near PE. It jsut takes a bit of patience as once you get withen about 2km you can have him jetpack over and then just return to the planet.

    You forget...

    The hardest part of Kerbal Space Program is patience. :)

  2. I am not sure. I like how the story leaves a lot to the imagination... The moments of madness/hallucinations mixed with moments of lucidity. We don't know any more than the character itself does in its addled state as it slowly succumbs to the elements.

    Yes. And some expansion could be done by showing other instances of similar things happening, but with a few twists. IE, landing in some other place, like a very cold one. I don't know. I'm just one of those guys that thinks expanding a universe is always a good idea. Look at Star Wars, it's a huge universe. I doubt many people know about the New Republic. My point is that anything can be expanded upon. Although, if that's helpful or not is up for question.

  3. ?? A FL-T100 + 48-7S + OKTO + Comm + Thermometer will satisfy a number of different requests, particularly around low g bodies like Mun and Minmus. It's got roughly 2,500-3000 m/s dV. For High-alt satellite requests, such as the ones between Mun/Minmus around Kerbal, it's only ~100 dV to transfer your orbit once you're roughly stable out there.

    Yeah, for Mun and Minmus. I've yet to do one of those yet. Plus, I generally put satellites in orbit that can't propel themselves. Generally because I think of a satellite as something that only has limited maneuvering ability, so when theg say satellite I think that I should stage it just to be formal.

    Plus, Squad could add a satellite contract limiter or something, I don't know. I'm just speaking from my experiences.

  4. Yeah. Now that there is Survey contracts on Kerbin, we need early aircraft. A simple straight wing, a very low-tech basic jet engine, and ailerons. Also one of the small rectangular wings for tail pieces. Wheels, too. They don't even have to be retractable. Adding these parts/moving them to earlier nodes would make the early game so much better. I don't want to launch my Kerbals on IRBMs for these contracts, and while some like to do that, they still could if this change was done, because it wouldn't take parts away, only add parts.

  5. Fairings:

    1.25 meter- satellites that are less than 1.25 meter

    1.875 meter- 1.25 meter payloads for 1.25 meter rockets

    2.5 meter- less than 2.5 meter payloads on a 2.5 meter rocket

    3.25 meter- 2.5 meter payloads on 2.5 meter rockets

    3.75 meter- less than 3.75 meter payloads on 3.75 meter parts

    ...and so on.

    Each one would be at different places in the tech tree, but you'd start with none. You have a conicular capsule already, so...

    Also, the different panels would be in different tech nodes as well.

    Fairings also make rockets look prettier. I don't want to see some weird batteries or goo tanks sticking out of the side.

    Oh, and why are so many parts mis-aligned? It makes so many parts useless to me. Like the docking port that opens up, I never use it because it isn't aligned. Can this be fixed? I know it will take a lot of work, but things like this are necessary for a lego space game.

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