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MunarKows

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Everything posted by MunarKows

  1. Actually it's the very opposite. Lego style systems with separate parts which work together to perform the system's function is not against the core paradigm of KSP, in fact it is very in favor of it. No, the arguments against this change are mostly because it aesthetically ruins many unconventional designs (such as pretty much any jet VTOL plane); in favor of a cosmetic change that isn't even seen in conventional designs, except for when placing it in the editor. If it has physics enabled on it, then it is even worse because it will actually ruin the function of those designs. Yes, i know that it still makes the CoM offset more intuitive for beginners, but that is why i propose that the new turbine should be made to only exist in the editor, and even then it should be toggleabble so that on VTOL we get to see what the craft will actually look like in flight. (Actually, what i really want is the multi-part system that pizzaoverhead proposed, but obviously this is something very big and there is no way for it to be done for next update. Therefore i say that for next update we should get the editor-only, toggleable, physicsless turbine as a nozzle extension; and in a later update the multi-part airbreathing propulsion system.)
  2. I don't think so, considering that this is ridiculously hard.
  3. About stock modular base building: Back in September 2013, forum user Temstar posted a thread called The art of modular base building, about how to move modules around and align docking ports on different modules. They used these concepts to create the Modular Base Creation Kit, which is made for building large bases whose modules easily connect with each other (all stock, but there are modules made for kethane). It was made with munar bases in mind, but the concept can be used for any body with a solid surface. Both threads have very interesting pictures showing what can be done with this concept. But for those that dont want to use the stock docking system for making modular bases, Kerbal Attachment System has always a very popular solution to that because of its pipe system, which allows you to use a kerbal on EVA to make a pipe between 2 vessels, which functions very similar to placing struts in the VAB/SPH. The pipe merges the vessels, just like when docking, allowing transfer of resources between them using the right-click menu. However, some people think that this is too cheaty and/or not as fun as the stock docking system, because it allows you to just place some landers together, connect them all with pipes, and call it a base. But using features from KAS and it's sister mod Kerbal Inventory System, you can also bring parts with you stored in containers and assemble them in the field to make a base (or whatever you want to build), as if you were building on the VAB/SPH.
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