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Scoutman1121

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Posts posted by Scoutman1121

  1. 2 hours ago, Cheif Operations Director said:

    I think that a Saturn like gas giant would be a neat addition. The rings should be made out of actual asteroids though they should actually pose a threat to your craft if you hit them. 

    I know this is probroly a mod and a common suggestion but none the less It should be added for console players can use it too. 

    I agree. If they aren't adding any more planets then at the least they should give Jool, like all gas giants, rings with collisions.

  2. What my suggestion is, that there could be stock weather patterns. For example, Clear skies would mean a better launch. Fog in the Morning could mean that your visibility goes down, and if you want to go to the Mun because you have a good window, you could attempt to go. Rain would be really good for aesthetics. Thunderstorms could be something to add a little bit of something that is not good and could possibly damage launched craft. On other planets, weather patterns could be different. Duna could have dust devils and sandstorms. Laythe could have more Rain etc. Eeloo could have blizzards. However, this should be a feature to be optional because not all players would want this opposed to others who want the game as realistic and challenging as possible.

  3. This is something I'd like to see. Being able to mine caves would also be awesome. Imagine making an asteroid base, where the base was built using KIS inside a Hollowed out Asteroid where you could launch docked spaceplanes. In Terms of Pre-Maid ones, that could be cool but caves tend to be rocky so getting something down there would be very difficult.

  4. This is just a wild suggestion out of the blue. What if, on the hardest difficulty or being completely optional there could be Natural Disasters? These could range from a Volcano, Tornado, Hurricane, or a Tsunami on waterworlds (Kerbin and Laythe). This is just a weird suggestion that popped into my head. Earthquakes would be a little bit difficult, however there is a seismic detector for science so why not add earthquakes so that if you activate it during an earthquake, you get a load of science? Just a suggestion. Give my your thoughts.

  5. Alright, so here is my suggestion. When making a new game in KSP, you should be given the option to use the ordinary KSP system, or use a larger proceduraly generated star system. This might be laggy for poor machines but that's why it should be an option. You should be able to set the number of generated. This is just an idea, as I find the Kerbin star system is small, there could be more to explore. Besides, leaving the star system of Kerbol doesn't have any benefits as far as I know. So why not having a procedurally generated star system? 

  6. I usually just make up some cool name. Anything with guns on it I name something like Interceptor. Bombs on it? Deadcraft. Nuclear Space Station? Deathbringer. I usually like to go back to one of my old craft, and then upgrade it to make it better and I instead of putting One, I'll put two. So Decibel 1 would go to Decibel 2. So and So.

  7. 7 hours ago, Snark said:

     

    Technically, the answer is "maybe" (as @steuben points out), but in practice, I would guess that virtually 100% of 1.2-compatible mods would work just fine in 1.2.2.  So I expect you should be fine

    Here's why:  Very little changed in the game between 1.2 and 1.2.2.  Basically, they just fixed some bugs.  For a mod to break, it would have to have code that is critically dependent on some specific aspect that changed between 1.2 and 1.2.2, and that's very unlikely, I'd say.

    The main exception to that would be if you had a mod that has an explicit version lock in it (i.e. the mod author deliberately put code in there to make it refuse to run on later versions of KSP, in order to force people to update).  But that's a very rare thing to do-- the only mod I'm aware of that does that is Kopernicus, and it's available for 1.2.2.

    Note that the above answer is only because the KSP update from 1.2 to 1.2.2 is a very minor one, basically just bugfixes.  When KSP does a really major update, then that does tend to break all kinds of mods.  For example, the move from 1.0 to 1.1 broke practically everything.

    Thanks :)

  8. (Alright if this is in the don't post list sorry, I cant find it. Also could someone give me the link to that thread please?)

     

    Alright, so here's my suggestion. You miscalculate your landing on Eve. It is your first time on Eve, and don't know what the oceans look like, neither the surface. And then BOOM! You slam into the Eve ocean. With this, your scientific lander is smashed. Now it was all for nothing. What if you could install flotation devices? If they were to add, it would help in making bases on the water. There could be two different types of the flotation devices. Expandable, and Permanent. The Permanent one does not expand or inflate. It stays inflated unless it is destroyed. The expandable one can expand and inflate. By the way that scenario happened to me the first time I went to Eve :P. Anyways, this could open up a huge amount of possibilities. If you use the Maritime mod, you could make a harbor and put your boats there. So then, you'd be able to create underwater harbors for your submarines! (Don't forget it is still possible to create submarines in stock version.) Just think of everything you'd be able to create.

    (I'm serious I need a link to that list before I post something I'm not supposed to and then I get screamed at by half the forum users :()

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