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TothAval

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Everything posted by TothAval

  1. thx for the input, i will update the list this weekend.
  2. You can hide them in map view, go with your cursor to the top middle of the screen, then the same gui element as in map view will appear
  3. list updated integrated ideas from other posts in Suggestions and Development Discussion i tried to better categorize the list, please tell me your thoughts on how to improve it more, categorization never felt like my strong suit
  4. nice idea. +1 from me if i can continue the game after "completion". anyway, this could also be used as steam achievements(although i don't care about them, just popped into my head and i am sure others care about them)
  5. Maybe science should be gathered similar to skillpoints in skyrim/oblivion/morrowind through the usage of stuff. For example rocket parts unlock rocket parts, aerodynamic stuff new aerodynamic stuff and so on. Doing missions and performing experiments add some general science to all categories. This would require a thought through tech tree though(is this even a correct sentence?). This could be a way to simulate some sort of the space programs learning experience as well as the arise of new technological needs born along the way. I read an idea some time ago here that suggested the setting up of missions, were a player would set a target and the game would create some sort of meta environment with certain contracts pinpointing to the goal of the mission, at least this is how i understood the idea. I think something along this lines could be mixed together with the contract system (and maybe some funds/science per time) into something fun, new, refreshing and logical. Contracts and experiments should stay in the game and act as boosters for funds and guidelines for career progression, but i would love it if career mode had more to offer along the lines of the things described above.
  6. resizeable, customizeable navball better placement of launchbutton in the launchpad gui list updated
  7. i found the reason, had a mod installed which created different launch sites, therefor the destination to ksc was to high, deinstalled the other mod, now it works
  8. i found the reason, had a mod installed which created different launch sites, therefor the destination to ksc was to high, deinstalled the other mod, now it works
  9. I would like to use this mod in combination with SETI ctt, but as i start my career and try to launch a probe, i can't do anything. I tried with 4 commutron-16 and batteries attached, but it can't receive any command, is this a problem with your mod or is this a seti ctt issue?
  10. I would like to use this mod in combination with remote tech, but as i start my career and try to launch a probe, i can't do anything. I tried with 4 commutron-16 and batteries attached, but it can't receive any command, is this a problem with your mod due to some value missing in the first probe core or is this a remote tech issue?
  11. uff, done * option to set throttle default value for launches list updated integrated ideas from other posts in Suggestions and Development Discussion
  12. i let it out because i heard that this is coming in some sort in 1.1 or so anyway. i will add it though, as it is probably one of the more, if not the most important qol feature unfortunatly i don't have time today to update the list, i will do this tomorrow, you have thrown quite some work at me here, thx for the input
  13. i will add the suggestion to be able to set a value for launch throttle to my QoL list tomorrow, let each and every player decide for him self, if he or she is unsatisfied with the 50%. i kinda like this setting, because my first stage is almost everytime composed of solid fuel boosters and it's not a bad thing to start at 50% on the second stage and to have the ability to tune it in either direction as needed as quickly as possible
  14. * more control over fuel transfer, f.e. set percentages, set tresholds, combine ressource transfers(LF+O together) * key to rotate non surfaced, non athmospheric vessel/suit to dircetion of camera view list updated
  15. here are my thoughts on Science and Funds i voted spaceship 'cause i wasn't sure what to vote. basically i don't care with science on contracts, it is not much after the first 2 tiers and a nice but small addition to some contracts. i have more a problem with contracts as the only source of income at all, there should be a daily, monthly or yearly income in funds and very, very little in science, simulating planetary research and governments on kerbin. contracts should be a tool to boost funds and to a very small degree science, but not the sole way of income, at least thats my opinion on this matter
  16. list updated integrated ideas from other posts in Suggestions and Development Discussion
  17. +1 i like it, especially since ksp is lacking any sort of proper eva activity as in kis or kas
  18. i would love for the devnotes tuesday to continue, was my weekly read on ksp and i really loved it
  19. nice article. seems like we're on the same site here regarding the reputation loss. it's simply that an agency doing absolutely nothing will be forgotten someday. reputation loss should only occur when 0 flights(or less then 3 or whatever) are in progress. in my opinion having the three main ressources building up over time as well as contracts to boost the program faster and further is the best solution, with some less profits or even losses due to player failures or what ever. i wouldn't even mind buying fuel over the administration building and store this fuel in a upgradeable storage facility, as long as i have the feeling to really run this agency, backed or hated by kerbalkind an its governments
  20. funny vid has anyone pictures of the asteroids around dres?
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