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Tankman101

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Everything posted by Tankman101

  1. I'm going to stop you right there, to the person I was responding to, it WAS a question of realism. To the point where they said "Parts should be available in roughly same order as their prototypes were developed in our world". I don't really have a say in the whole tech tree debacle because I find it to work fine. Can people please stop taking what I said out of its context, please?
  2. While some of your issues are due to a weird installation, I have to agree with this. Quite a few parts range from weird to "Why?". Screenshots below, but in link form (There are a number of them, and they are quite big). I thought I'd address this one first since it was brought up. The parachute is, indeed, not big enough to fit on top. There are visible gaps where places should be covered. Figure 1 Heatsheilds are a bit...round. Not only that but it is an ungodly shade of pink/red. Figure 2 Comparison (Orion Heatsheild) (Refresh page to see image) Service bays BADLY need a bottom and top. I get what is being done here, but it simply doesn't work. Things attached to the node float, and there is no surface to place items that don't go onto. Figure 3 Fairing bases are a bit tall, but I have a feeling I'm missing something here. Figure 4 Engine nacelle likes sharp edges a lot. So much so that it just stands out too much. Figure 5 Last image is mainly a question and a complaint. Is there a SRB on earth that uses the nozzle from the left, or the four nozzles on the right? Also the Vernor now looks like someone taped a brick to the stack, and could use some streamlining. Figure 6 Those combined with the flap glitches, the aerospike node error, and a couple other parts (Mainly somewhat paint-bucket coloring of extra parts like the Dachshund) and the whole release feels like a step back.
  3. When in doubt, trust the klaw! Pretty sure a couple of my rescue missions involved that thing as well.
  4. I remember hearing that the oceans were in fact water, but had a very high salt content. Not sure how that holds up scientifically but it's an alternative to the whole hydrocarbon sea thing (Titan, just using as example.).
  5. Bad troll is bad. If you're going to pretend to ragequit on a game, at least pick a topic that has to do with the actual game. Also the whole "Delta IV doesn't flip!" thing, doesn't the Delta IV have gimbled engines, and without that control it would in fact flip (Catastrophically). EDIT: Oh, posts removed, well then.
  6. Well I'm not saying that, I'm just saying that the tech tree doesn't have to be realistic. But since you want to discuss things like that, you don't even need ladders for most of your inner planet landings. Lights aren't even needed 90% of the time (But there's not really a point in them being high up either). A small extendable ladder could be nice at the start, but again, not really necessary.
  7. When airliners can no longer go hypersonic speeds then the game is no longer fun...?
  8. Honestly I think it's fine that we have the abstraction of liquid fuel, and adding a single fuel for a single engine is a bit silly (Though I can accept it with ion engines). While the normal engines may have an ISP nearish to Ker-LOX, the fuel cells that have been added seem to imply Hydro-LOX. In either case, the use of liquid fuel is fine for the games purposes. The game really needs switchable fuel tanks though.
  9. So I decided to finally create an account here to share my thoughts (Well, technically mine and parts of an acquaintance of mines) of LV-N balancing. All numbers are brainstorming only and can be changed as needed. LV-N will use nuclear fuel, let's call it "Fissle" for now. LV-N will only use Fissle when reactor is on, which is when the throttle is up or when activated manually. Reactor will have 6 months of combined on time fissile material. Reactor will have a, let's say, 2 minute warm up time before the engine is able to produce ANY thrust. This allows it to stay a precision interplanetary engine but require some foresight Optional will be to have the reactor create heat during the no thrust period and then cool down the ship when the thrust is applied. Should encourage some smart designs. NOTE: The only thing worse than overheating is a space engine that spools. I get that smaller precision engines are supposed to be used, but in reality we will overshoot the target by 200 m/s and then waste 1k m/s of tug fuel correcting.
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