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Everything posted by Zombie_Striker
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@ShotgunNinja It seems the Mk1 crew cabin does not have any life support; one of my kerbals suffocated shortly after entering the cabin with no other life support parts attached. Was this intended?
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This is a neat mod mod. I just have a few questions: -How do you harvest nitrogen? I read somewhere about an atmospheric scoop, but I have not been able to find any parts that would collect anything. Has this been implemented, or is it just a planned feature? -How do I disable the alerts for certain crafts? -Does this mod make any changes to the gravity scans? After downloading this mod, I was not able to do gravity scans on the surface of planets, so I was not able to complete some contracts. Is this something your mod did (in which case, can you do something about it) or was this from another mod that happened to break/change?
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We don't have one GPS satellite in space that moves around. We have multiple satellites that do not change their orbits. Because everyone here seems to have a different opinion on this, There should be contracts where you can have it fly from one orbit to an other, and some contracts that say that a satellite needs to stay in one orbit. So far, the argument about "goals" has been dumb on both sides, both sides making arguments that really did not mean they were right. It should be an option [controlled by what the contract specifies], not mandatory loss-of-control.
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*Raises both hands* This definitely. It needs it's own biome. The thing is there should be a whole lot more biomes for each planet/moon in the game, but there really is no need. Biomes do nothing but add more science, that really is just a number. The way the game treats Science and biomes needs to be revamped. There really needs to be a reason to have biomes besides points.
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I see your point. Some people may not want to use displays in their command pods, So they just shouldn't use them. There should be one or two screens *(maybe on the sides of the command pods) that are for the people who want the screens because they need to see [list I already gave], and then for the people who don't use them, they don't use it. It's not that the player is forced to use the screen, but if they want to they could.
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Animations!! ANIMATIONS!!
Zombie_Striker replied to Tin Yeung's topic in KSP1 Suggestions & Development Discussion
Yes. Although there are a BUNCH of stuff that should happen first, Animated parts should happen some time. -
This would be cool to have but: * Its to complicated for someone who doesn't know what any of the above means * Its to complicated for someone who knows what the above means. * Does not add anything, just makes things more challenging. * Adds a new level of realism to KSP (which it seems that every other KSP player does not *really* want)
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I support this thead. The only thing is the fairings have more mass, do not protect against the atmosphere in any way, and do not give any support (which the last two are just things that I think everyone hate about fairings in general), Which means using fairings instead of inter-stages just adds mass and "looks good".
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Maybe instead of creating extra ship (debris), larger parts such as orange tanks explode while smaller parts such as thermometer turn into particles (such as re-entre effects). If smaller parts turn into particles, there is no extra ship created and the main ship won't blow up if I use part-clipping.
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I support this, but I think this should be it's own type of contract. That way you can have a contract that says "hey, we only need a satellite in this orbit for 5 seconds just cuz. After that we will never need it again!", and then have a contract that says "hey, we need a satiate in this orbit for a year. We will be actually using that satellite for a year, so we can't have it get go to the mun or anything like that."
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Yeah, what would NASA do? Would they only allow one design for a pod that cannot be modified? Would they force the design of the pods so much they you could not add to or replace the nose cone with extra reactionwheels, tanks of monoprop, or even dockingports (which in this case, would make the ship look better than having to put a docking port over the nose cone or under the pod.)? Also, I would image they would re balance the pricing of the nosecone/pod so you could do this. How hard is it to place a second part? And don't you think they would retexture/fix the nosecone SO it would look the same and be the same size? I really don't see how your analogy works. I really do not see how being "forced" to have to use two parts for the nosecone would be such a big problem? How much memory space does adding ONE part to a ship take up? Why would turning a 100 part ship into a 101 part ship be a problem?
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Kerbal Gender Options
Zombie_Striker replied to dashane's topic in KSP1 Suggestions & Development Discussion
I think instead of all the kerbal's genders being created randomly* , they should have it so there are two lists; one for males and one for females. That would be better because if you want pure male/female team, you can have that. If you want a mixed gender team you could also have that as well. (*where you can have all male/female kerbals in the recruitment center) -
Whether you feel the crafts should work or not right from the start, we all have to admit that there needs to be more/better crafts to choose from, and what better way is there of getting these ships then from the community. My honest opinion is that the stock ships should work as a model of how to do things (such as a proper way to create an areobraking probe or how to set up an interplanetary/modular base or space station) that way new players can learn how to make their own. I would assume that most KSP players would look at the craft, see why it works, and apply it to their own ships. But even if you feel that the ships should not work perfectly, the community should provide the ships while the developers work on other things.
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Futuristic KSP
Zombie_Striker replied to LightStrikeBoom's topic in KSP1 Suggestions & Development Discussion
1:This is not really necessary. After doing 10-15 contracts, you should have more than enough money to do whatever you want. 2: I'm not really sure if this is a joke or not. This idea seems a little bit to extreme and would not really fit stock that well in my opinion. 3: Although it would be nice to have animals, I don't think it will add anything to the gameplay. 4: Although this would also be nice to have, You could just set the staging for those parts to be the last state (Stage 0). 5: This would not really useful. It would take up more memory for parts that might not do anything but add weight to the ship. 6: Although this would be nice, since you can't move kerbals around in IVA mode and there are a few mods that do this this feature would be useless. 7: This would be nice to be added to stock. There are mods that already do this though. 8: This is where you would ask modders to help you. 9:More textures = more memory usage. For object collision, the game would have to figure out if you even have terrain scatter on, and if so apply the collisions. This would also take up more memory. 10:I'm not really sure what you're asking here. 11: Action Groups. Although changing thrust limiters through action groups would be nice. 12: More objects to collide with/More textures = more memory usage. Also, mods already do this. 13: The main idea behind this is so collisions have more debris which take up more memory by adding more parts(with each part having it's own collision meshes and textures), and since most of the time you won't have an object colliding with you ship, it would be more memory for something that is rarely happens. 14: Normally magnets to not exert that much force to be able to list a ship of a launchpad. The only time the thrust from a magnetic engine might actually make a visible change in velocity would be if the engine were in space and even still it would need something to 'push' of against (turning it into a type of Ion engine). 15: So a gyroscopic command pod? This would also be a lot of memory for a small feature that might only be used in 1-2 pods. This would be better if it were a mod. 16: Kerbal only has parts/features that are realistic, and this would be something that feels unrealistic or something straight from science fiction(at this point in time). -
Interplanetary liquid fuel tanks
Zombie_Striker replied to cptdavep's topic in KSP1 Suggestions & Development Discussion
Instead of creating your own part, why not use this: http://forum.kerbalspaceprogram.com/threads/121321-Stock-Fuel-Switch -
[1.0.4][WIP][Plugin] MapViewPlus v0.1.1
Zombie_Striker replied to rmpalomino's topic in KSP1 Mod Development
I am having an issue with your plugin. Whenever I go into the map view the nav-ball is visible but I can't throttle or move my ship. I also cannot move or use the throttle when I hide the nav ball. Also your icon on the toolbar becomes white when you use half-res. -
[Mod Collection] Sigma Mod Expansions
Zombie_Striker replied to Sigma88's topic in KSP1 Mod Development
Hello, I have just downloaded the Stock Recolor add-on and I have noticed something in Jool's description; It has "Jool is particularly known for being a rather large, predominantly green planet" for the first line of the description. I'm just pointing this out in case you want to change it. -
Hello, In my free time the past couple days, I wrote up a small ScienceDef config that you can use. It so far only has some CrewReports,EVAS, SurfaceSamples and gravity scans for now (planning on adding more later). You can use what I have already if you want. https://www.dropbox.com/s/jaw9xui7vnyr5mn/ScienceDefs.cfg?dl=0
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This looks like a really cool mod. I just have three questions: -Right above Nienna's picture, the text reads "...and three mayor moons". Did you mean "Major" ? -What is the distance between Kerbol and Cercani star? Would RemoteTech work with this mod, or would larger Antenna parts need to be created in order to send probes between star systems? -Do the planets fit with stock values (Achievable DV for ion/nuclear engines, Average Science gain, ect.)
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Zombie_Striker replied to rbray89's topic in KSP1 Mod Releases
Do you mean that the clouds/city lights do not appear when using RSS, or that they are glitched? If they do not exist, then you should take a look at the cloudLayer.cfg (BoulderCo\Clouds\cloadLayer.cfg). Since RSS changes the names of planets and moons, you would need to change the name of each "body" to that of what is in RSS (E.g. body=Duna should be changed to body=Mars). Also, change any data related to height and scaling of clouds and city textures if needed.