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nikokespprfan

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Everything posted by nikokespprfan

  1. The other day I was thinking about what kind of professions I'd like to have in addition to the ones we have now: pilots, engineers and scientists. Then I noticed that ther are in fact no mods that give you extra professions. So I went searching on the forums and read this: Well that explains why there are no mods for this. But I'm sure all kinds of mods will pop up if this plugin were to be made, and that would be awesome... So I'm asking: Can someone write this plugin so we can mod new kerbal classes???
  2. erm, I found the following post in the forums, and it seems we need a not-yet-written plugin to make this robo-class become a reality.
  3. Well, the free IVA-mod has accomplished this. Not with welded parts, but you can see one IVA from inside the other. http://forum.kerbalspaceprogram.com/threads/131439-WIP-Free-IVA-%28formerly-Enhanced-IVA%29-Download-available%21
  4. I think this is one of the many tiny features that KSP shoudl have but doesn't tip: Add a poll asking for it, then you can see the opinion of everyone.
  5. So how many people do you need to make it happen?
  6. I had an idea to hack the leveling-up system for kerbalos for the robot. If you can make tech nodes trigger the gaining of XP for all robots not on mission: then you could make it so any advances in technology for the robots (tech nodes) give the robot new abilities (like the XP-system does). You'd only have to disable the gaining of XP for robots in any other way and you'd be set. This also has the upside that you can recover a robot from mission after you've unlocked a level up tech node, and he will level up. This simulates the robot beeing taken to the R&D facility to get those buffs you've just unlocked. What do you think of the idea?
  7. there was for an older version of KSP a mod called stripsymmetry that this it with a key-binding. It is not up-to date and I couldn't find any forum thread so here is the link to its page at kerbal stuff StripSymmetry (hey, maybe you could make this a mod yourself using the code from this mod.) I however think that that pluck button will be a way more understandeble idea than a key binding.
  8. I would love to help (I just really like this idea), but I cannot code and don't have alot of time. I could only help with gameplay related topics and feedback.
  9. Does it work for the outer planets mod scenario's?
  10. The idea was to give them some ship-controlling abilities. And I think I'd be cool that they could gain XP by learning from the masters,(without having to leave the colony they live in). MAybe you could learn them to become engineers, of scientists or pilots and then recruit them. maybe.
  11. I added a poll so people without any feedback that just want to sit here and agree (or disagree) can voice their opinion.
  12. you could make the shoes be an electromagnet, which stick to any metal if an electric curren runs through them. This is also very logical as they use electriccharge when they are activating (see first post for reference)
  13. I have a question: Could you make a seperate version that only requires stock resources to use. Nitrogen and hydrogen seem to me as resources that you would find in a RSS modpack, it doesn't feel kerbal to me. Just wondring if that could be possible?
  14. Waait... There is no icon for planes? I gotta check this in my game. Debris... ...probes... ...rovers... ....landers.. ..ships... ...stations..... ...bases... ....kerbals outside beiing dangerously on their own... ...flags.. .......bodies.... ...unknown objects (aliens).... Hé you are right, there isn't a plane icon. That is kinda weird, considering that there exists a space PLANE hanger. Now I think of it, there is also no icon for rockets/missiles. What other icons are missing then....
  15. SO the research and development can now actually develop parts with your idea, that might be a game changer.
  16. So like robonaut on th ISS. It could also be more productive in OSE workshop So basicly the experience points are bugfixes in the AI, once fixed, always fixed. The kerobonaut should IMO be unlockable in the R&D building.
  17. You know those experiments, you sent back data and you get science. With these parts there might be a possibility to do this with reputation. Depending on the footage you sent back, you will get a certain amount of reputation. It could also be a fulfillment of a conctract: show us proof of having been there, for example Anyway, I like this idea.
  18. Yes, I like your idea Tyranno, I've always found random part failures a very .. how should I say it... Kerbal thing, but for gameplay issues this would be devastating (like you already have your hands full on design mistakes you made yourself, let go random failures generated by game), and certainly for new players. This I think is the perfect middle way.
  19. Just wondering, could you make a new kerbal class without the need of a plugin? If so, I might consider making it happen myself.
  20. You mean, to stick to the craft? If so, I fully support this, but it should only become available in mid to late game with a astronaut complex upgrade, just like all other EVA tricks.
  21. The main idea here is to turn the tabs into filters. This way you can have multiple tabs activated and you will see only the parts that fall under both tabs. You can , of course, also have just one tab activated at a time. Nothing would have to change in the layout of the filter system, exept that the tabs under "filter by function" have to become togglable. I would suggest the following tabs: -command (any part with command capability) -control (anything that would normally be placed in the control tab) -crew (any part that has crew) -linkage and separation (any part with docking port, claw, separator and decoupler-capabilities) -fuel and resource kontainers (any part that holds resources) -mobility and immobilty (any part along the lines of: ladders, wheels, landing legs, parchutes, launch clamps and aerobrakes etc.) -wings (any part with lift surfaces) -storage (any part along the lines of: service bays and cargo bays etc.) -science and research (experiments and labs) -transmission (any part that has the capability to transmit mits) -electronics (drone cores, lights,batteries, solar panels, RTG's) -earodynamics (any part currently in the aerdynamics tab) -thermodynamics (radiarors, heat shield and all those things) -structural (girders, structiral fuselages and what not) -adapters (simply because there are a lot of adapters in the game) -engines (any part that can produce thrust) -resource convertion and capture (labs, fuel cells, drills, intakes) -miscellaneous (just in case) I don't have alot of time to write this, so maybe notg all details are covered in this post, I may not have all stock parts covered. What do you think about this idea? Would this help in decluttering (or at least, making it easier to find parts) the craft editor tabs? Do I have everything covered? I like to hear your feedback...
  22. That would make the structural fuselage so much more useful. Are you going to add an option to remove the seats out of modules? This is so you could go into the cupola (for example) and not have your view blocked by a seat.
  23. well, there are these contracts asking to do research at a specific site. Otherwise they would be there for the same reason the base is there, whatever you choose that reason to be.
  24. Let's say I have built a space station or ground base (which is in and on itself not very uncommon in this game). It looks fantastic, I have put in alot of work, but so what. A base is for kerbals to live in, so lets get us some kerbals... Yea, that is where the problem comes in... see kerbonauts cost funds, and if you have something like an ISS-deravative, that it doesn't only costs funds, but it also costs a lot of funds. This is because hiring new kerbals gets exponentially higher. So if I play in career, I won't be able to crew the base unless I put all other missions to a stop (so all the availeble kerbals can live inside the base). ANd lets be honest, the fact that the kerbals are there, inside your craft, going on your missions, is a thing that makes a lot of missions (possible the entire game) a lot more interesting to do. Just the simple fact that they exist, taht you can interact with them and so forth, is very valueable. Tourists would not have the problem of becoming exponentially more expensive, hell, you get money for using them on your missions. But you have to be lucky to get kerbals that wanna go where your base is, and they gotta go home at some point. And besides, if there are tourists, and when you eventually can built self sustaining bases, then there is that next logical step.. colonist kerbals. These kerbals are basicly tourists that want to stay places permanently. You do not have to hire these kerbals, as you get them via contracts, and you don't have to bring them back home. So everything is good as long as you give them their snacks (if you have those kinds of mods). They however could learn more sills as they level up, like extending solar panels, beiing able to go on EVA or eventually use a jetpack. This is so you can have them perform the most basic base-maintaining tasks. And I all here you screaming: doesn't civillian poulation do this? Yes, yes it does. But as I said earlier, this game would be a lot less interesting if it weren't for the kerbals that go along with your journeys, that explore what you explore, and they do that by visually existing inside your craft. The colonists of civillan population do not do that, they're... well.. they are a list of numbers, basically. They are there, maybe, but they don''t live in your base, but in their own special parts and you never get to see them. In short the system is very abstract and far from the player. (No offence to the maker of civillian population.) So this is a stock suggestion AND a mod request: make Kerbal colonists a class. ... Please?
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