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Everything posted by b0ss
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Looks cool! I'll check it out. What if they jumped out one by one out of every available hatch? Like paratroopers!
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I find it rather strange that kerbonauts can only be transferred one by one. Surely transferring/ejecting kerbals could be less tedious? What if we had check boxes next to the crew's names that would let us mass-select them and then perform whatever action with all of the selected kerbals?
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
b0ss replied to EnzoMeertens's topic in KSP1 Mod Releases
Idk if this has been mentioned here before or not, but has there been any talk of injury and EVA suit damage?- 735 replies
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- kks
- kerbalkrashsystem
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ayyy (that's true tho) BahamutoDynamics has a neat Critter-Crawler, so hopters as mods wouldn't be a big deal.
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I watched the video below a while back and thought it'd be cool to have spring-/piston-like parts that would allow small probes to jump into the air.
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What is the most HORRIBLE way one of your kerbals died
b0ss replied to 322997am's topic in KSP1 Discussion
Left orbiting the sun for idk how many years. Never died, just staring into literal space forever... -
You know full well that that is nowhere near as fun/aesthetically pleasing/practical
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I was thinking, shouldn't parts react to heavy air resistance and air pressure? For example, if you had a an antennae sticking out of an aircraft perpendicular to the direction being traveled, and the said craft was travelling at supersonic speeds, shouldn't the antennae snap off? Furthermore, parts with low crash tolerance should be crushed by the pressure of atmospheres like that of Eve and Jool. I realize these kind of values would have to adapt to the air densities of different planets and altitudes, which would make it a bit complicated, but I thought this would be a nice little added chunk of realism to the game.
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(P.S.: This quote was trimmed for mod-stock integration questions)
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Any plans for a BD Armory damage system rehaul?
b0ss replied to b0ss's topic in KSP1 Mods Discussions
Umm, okay? -
Suggestion: Longitudal Snap
b0ss replied to b0ss's topic in KSP1 Suggestions & Development Discussion
Actually works just as well! Thanks! What would be really cool (albeit an unrealistic expectation of KSP) is some of the placement tools like that of Google SketchUp! -
Does KSP need 1.875 meter parts?
b0ss replied to Panel's topic in KSP1 Suggestions & Development Discussion
Try this! -
Mk2 Porkjet Parts Anyone remember these? I feel like they are too nice to not put into the stock game. Integration of Mk2/Mk3 Essentials? So this addon has a bunch of stuff that seem to be missing from the stock game's Mk2 system (and also some Mk3). Since this guy's already done it, why not integrate it? Mk2 mini-lab/materials bay Mk2 shuttles are a really quick'n'cheap way to get some science in orbit and other places. I think that a nicely-fit Mk2 inline science part would be nicely convenient. I was thinking about a mini-lab the size of the crew cabin, but I feel that a Mk2-shaped SC-9001 Science Jr would be much more practical. Mk3 Mobile Processing Lab MPL-LG-2 I think that, more than anything else in the Mk3 series, we are in dire need of a Mk3-shaped lab. Don't really have much else to say. Mk3 PPD-10 Hitchhiker Storage Container I love all the Mk3 parts, but a smaller crew cabin would be even better. Maybe a little four-seater (just like the Hitchhiker, but with a Mk3 cabin interior) would be a nice addition to the rather disappointing limitation of "16 Kerbals or nothing." It could even work like a flight-attendant galley for passenger jets if that's what you're making! Are there plans for Mk4 and onwards? So I know there's already a great Mk4 systems mod, but what does that mean for the Stock Game? Mark IV Spaceplane System is already stockalike, so will it be implemented if SQUAD decides to go on from Mk3? What about Mk5? The great stuff from OPT Spaceplane Parts and B9 Aerospace are kinda Mk5-ish... Update 1: "Heavy Duty" Struts and Fuel Lines? On bigger rockets, the rather thin struts and fuel lines look pretty... How do I say this? Flimsy, I think. Some thicker lines with bigger bases might be more appropriate. Larger Landing Legs? Perhaps some large legs for things like Mk3 VTOLs would be nice. More vertical landing struts? Like the LT-05, but bigger and with more variants (i.e. legs that come out of the bottom instead of the side). Update 2: Mk3 Inline Cockpit Just a cockpit that's Mk3 shape on front and back. IVA landings would be pretty hard without RasterPropMonitor but so are any inline cockpit IVA landings. Ski-based landing gear? Would be great for Polar/Minmus/Eeloo landing and takeoff.
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Stock extraplanetary launchpads
b0ss replied to Clockwork13's topic in KSP1 Suggestions & Development Discussion
With the current level of realism that construction/movement/repairs has in KSP, this'd probably strengthen the already existing inaccuracies in KSP. I'm sure this idea would be practical soon in the near future, but for now I think we have to wait. Cheers, -
Currently in the game, we have a very handy tool called "Angle Snap" that lets you radially add parts onto a ruled polygon instead of having to eyeball everything. My idea is to have something similar, but for length-ways attachment rather than radial. I always get so frustrated trying to align things like solid fuel boosters and radial decouplers along the sides Cheers, b0ss
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Please remove this post if it is violating anything; I wanted to post this to the main thread but it was closed. So I took a look at BD Armory and it is absolutely incredible. KSP is a completely new game with all of the extra features it provides, and I almost cannot believe that it is just an add-on. The only downside of it is the damage system. I feel like it's very unrealistic to have damage solely reliant on temperature values, as a lot more than (temporary!) heating happens during weapon-related damage. Functionality, quality, aerodynamics, and crash/temperature tolerance are all affected when equipment is damaged. I'll also mention the nit-pick that red-hot parts aren't the most beautiful outcome of a bullet-rain. To my greatest pleasure, there is an awesome mod called Kerbal Krash System that implements damage effects, both systematically and aesthetically. It also uses Damage% instead of temperature to simulate damage. You should all definitely check it out! I feel that it would a very good idea to implement KKS's damage-based system into BDA, and would enhance the military simulation-feel greatly. What do you think, @BahamutoD?
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Suggestion for VAB/SPH: "Place on Ground"
b0ss replied to b0ss's topic in KSP1 Suggestions & Development Discussion
Exactly! -
Just like in Besiege, what if we had the option to set objects on the ground as if they were being affected by gravity while still designing them? This way, we wouldn't have large, less stable crafts have parts of them hitting the ground with enough force that they are destroyed before the mission has begun.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
b0ss replied to Nils277's topic in KSP1 Mod Releases
Really? Must've overlooked that... And thank you! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
b0ss replied to K.Yeon's topic in KSP1 Mod Releases
Wowee, these parts are incredible! Are there any plans for a huge (but mostly hollow cargo space) K-sized crew compartment? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
b0ss replied to Nils277's topic in KSP1 Mod Releases
This mod is awesome! However, I have a bit of a bone to pick with the feature of the manned parts not being able to deploy (and fill with crew) within the VAB/SPH. Personally I just want to be able to make readily deployed-and-inhabited "apartment complexes" BUT this would also be good for making sure your modules don't collide with any equipment when they are deployed before launching them.