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brygun

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Everything posted by brygun

  1. Some of my KSP1 interplanetary craft included the telescope piece not for watching asteroids but representing extensive gear for navigation. Part of it to look for certain stars/quasars for angle and to look at planets including Kerbin to determine your position. Repeat to get a current velocity to see if you need to make course adjustments in your many days/weeks/months of flight.
  2. This is a good thing to add. Im used to using pitch not yaw for inclination. Never understood why KSP1 assumed you would use yaw for your angle of launch. To me the forward direction up down is pitch not left right. So I to would "Q" my rockets on building.
  3. please with keybind options. I play several build stuff games and they arent always the same. I d like one rebind to what works for me personally.
  4. Wherever we have sliders, not just fuel tanks, we see a number next to the slider. I keep wanting to click on the number to type in a specific value rather than fuss with the slider up and down trying to get exactly ###.
  5. Be nice for multi part fuels to have the sliders set to match so we dont end up residual fuels say with 50% of one and 100% of the other. Should be an option, not always but an option, to have the sliders move together during changes.
  6. Be nice to have an XS version of the radial attachment point. Useful on rovers or installing small probe core backups.
  7. Be nice to have the 6 may multipoint connect at different diameters sizes also... 1.5 tons for it, the mass of a command pod, always seemed wrong in the original game.
  8. Id like to have an airlock at the end of a cylinder. An airlock like i keep thinking as letting you disembark any of the crew onboard by clicking on it. A little platform for walking out I could make with a structural piece and a ladder but I dont have the end door. I can stick a coupler there. Query on having couplers be airlocks like that. Maybe as a design selection switch adding some weight for it.
  9. Additional thought is to give the crew space one an option to have an airlock where clicking on the airlock brings up the option to bring out any of the Kerbals onboard.
  10. Start in VAb Switch to runway/airplane mode put a starting part Now add a fairing Now change the length of the fairing. The fairing moves up and down NOT horizontal with its build facing. It actually moves off from the vehicle all together.
  11. From what i can see my root part is now a comm dish..... >-< I need to be able to move the root part as Im trying various different arrangements. Also do this in the horizontal (runway) not vertical (rocket) arrangement. Apparently this is but as "assembly anchor" Note that the tutorials crashed out on me so if it was in the later tutorials I wouldnt have seen it.
  12. Id like to have an airlock in different places. This doesnt need to add a crew space. I used to use the 2 person cylinder but it seems to no longer have an airlock. The 1 person lander is useful but it sticks out beyond the basic diameter. Can you give us airlock parts matching the cylinder diameters. On clicking the door the game would bring up the list of the crew and allow us to choose who comes out. There would be no flight controls so it should be lighter than the lander cans.
  13. Expanding on a suggestion I was making on an existing thread about having the clumsy Kerbals: A suggestion to give us options in making Kerbal outfits. Putting the framework in to have at least 2-3 lets Devs or modders add more later. As an outift gets features its bulk goes up. The amount of bulk affecting the Kerbal's ability movement rate and how stable they are. Perhaps coded as a weight mass separate from their own mass. Some of this might be done by letting them carry different jetpacks. The minimum 3 would be Clothes (casual looking, can choose one of several appearnces) Light suit (suitable for safer planets like Kerbin) Space suit (with the jetpack etc) The steps in clothing being: - Cloth (meant for civilian, no air, no jet pack, can be a few styles like hawaiin to jogging to business to Trek-like) - Air flight suit (meant for air crew, no air supply, minor heat protection, has a parachute) - Crew suit (meant for people inside space stations or during launch, short air supply, minor jetpack fuel, has a parachute maybe) - Space Duty Suit (the normal space suit, heavy, has normal long air, normal jetpack etc) - Ground duty suit (regular protection but no jetpack thus lighter and easier to walk on planets with) - Racing Suit (a space suit variant with less other things to have more jet pack fuel) - Heavy duty suit (adds bulk for better resistance to hazards like heat)
  14. Suggest that space suits are bulky and not easy to move in. However perhaps we could make it possible to issue them different outfits with different bulk. One option would be just clothes with no air supply which is like a business suit or casual clothes. the steps ill put in a different thread
  15. Presenting a slightly different view to get a point across. Devs do a lot of work to make parts look nice as one of structure, fuel tank of type A and currently none just add in habited volume. I think we could use the same graphics and instead making it a selection that a part is: = a fuel tank (standard) = what that fuel is (modifies fuel quanity as well, small modification of tank weight, may have losses over time, may have power needs to stop losses over time) = a crew volume (which is an empty fuel tank holding in the pressure of 1 atmosphere, no crew) = a shell structure only (lighter as it doesnt need the internal tanks, has uses mounting batteries or other internals, also useful for mounting other structure) If you also allow us to change the length of the part we get a lot more options with only a little coding. For instance in the medium sized parts you have coded several tanks. Those could have been one procedural tank. We can keep the exisiting ones as already coded just that they match certain settings of length and fuel type. This method is also more open to modders. If a modder adds a fuel type he can add a line to the procedural tank including a weight of tank adjustment, perhaps a power requirement. Also cargo bays should be procedural in their length. Currently I either get a very thin or a very long bay cylinder. Rather than code a medium can you just make the length procedural and I can set what is right for the particular craft.
  16. One thing I did like in the ksp1 career was the strange missions that would come up. it inspired to make different vehicles or make existing plans more useful to cove more missions. However if you selected the science mode career you no longer got missions. Id like that to still be around. You could even use the same generator it just lists science points not money for the reward.
  17. It is particularly -x-x- that to give feedback in the desired way I have to actually quit the game. Rather clumsy and unprofessional in appearance. If it is available in the game, such as on the ESC menu, then as a player has an idea or sees a bug then they can immediately describe it. As it is I tend to collect a few of them, maybe forget some, maybe forget details like what menu or part name was when getting back to the launcher. In fact you cant even alt-tab to the launcher as it closes on launch. I tried tabbing to my desktop and restarting the launcher and it immediately took me back to the game screen, thus skipping the launcher. Put the feedback button in the game. ESC menu area would be fine.
  18. Add that fuel tanks could also be set as crew space. There are real world plans to do this. This could be done in the VAB. Ideally engineers could do the conversion of space. I often used tanks to give more crew volume to simulate better living conditions then sitting in one's own sweat for a 2 year mission.
  19. We have middle click on mouse to spin the camera such as in VAB. My instincts keep wanting to shift-middle click to translate the camera. Easy translation is needed for larger or non standard builds that benefit from being able to look not just at strange angles but strange viewpoints to place or edit parts.
  20. At the very least the option to order a "follow me" Then you could cycle through them collect parts for setup, like in breaking ground, and order them all come with you on a long hike, up a ridge, with a dangerous cliff.... ... and... setup the base or fall down the cliff together
  21. I present for consideration having pressurized and non-pressurized volume in parts being something the game tracks. The summary of these would be available in a vehicle summary. The idea of this comes from: = wanting a bit more information than just the # of Kerbals on board. Ships could be compared to in living quality if one has 2 m3/Kerbal; 10 m3/Kerbal or a base with 50 m3/Kerbal = There are real life considerations for converting fuel tanks into living space. To implement this = fuel tanks would need to be switching in VAB, SPH and in flight . = inflight change over taking an engineer, so a good reason to send one = Stock parts would need to list their volumes (samples below) = Pressurized is the most important since most of the game takes place in non-habitable area = Parts like adapted would have build options to add mass to have pressurzied volume, outfitting them with necessary bits and seals >>> For sample parts with pressurized volume Command Module mk 1 has... wide guess 3 m3 Command Module for 3 kerbals might have 12 m3 The Hithchhicker 4 Kerbal pod has a lot of its volume % as pressurized The labratory module has less volume % pressurized as it has lots of internal equipment
  22. Okay thought that might be the case. Haven't used CKAN or KSP for 1/2 year. Hey, I got 3,000 hours on KSP I'm allowed a break. I was worried something major happened to KSP in the abscence. An interm risky, though low risk, option I just found is in CKAN > Settings > Compatible KSP versions and tick 1.3. That got Ship Manifest to display again. Of course there is the risk that it isn't the most current version.
  23. Reporting not seeing it my CKAN list. I was thinking of getting back into KSP. My mod list had this in it and I recall Ship Manifest being very useful (thank you). CKAN popped up an error message related to this but I assumed it was part of needing many updates. Ran the update. Now my CKAN doesn't show the mod. Search by mod name "ship" finds a few but not this one. "manifest" finds none. Author "Papa_Joe" finds shome Bahamuto Animation, BDarmory and "VesselMover continued". I still see it in my Game Data directory (so should work) but not in Ckan. I did do a CKAN upate check which reports current. Any suggestion on what to do?
  24. That doesn't sound familiar to me. My main game play has a community tech tree plus engineering aspects applied so perhaps I haven't unlocked it. Can you name the specific part you mean and I can look for it in a sandbox game play mode? So, part of the answer is no, I don't seem to be using that part.
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