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Noud

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Everything posted by Noud

  1. modular girder segements that work like strut connector(drag and attach from poit a to b) and with radial attachment options MK2 body with more fuel, its now just a mk1 with lifting surface, there is room for more IMO(i change the .cfg for now, but still) wings that have a top and bottom(small amount fof lift without being at an angle) rotate docking port after docking. missions and career mode integration (missions as contracts for starters), new repair contracts are step in the good direction More kerbal pilot skills: hold horizon, hold altitude, hold speed(i use a mod for this now) QoL simulate stages in editor so you can plan you CoM, CoT and CoL troughout the flight before loading in QoL Collect fuel at fueltank X, nice for refueling from an to vessels with a boatload of tanks, and chance the CoM on the fly QoL more trakking station orgipedantng options like filters and save as commnetwork(group vessels)
  2. this is suggestion is really good in my opinion. i personal don't play sandbox mode, only career. as otherwise i have no idea what to do in the game. for me i play career, gather science and do contracts, but what then? after i gathered enough funds and science. I end up in a sand box anyway. the game does not really encourage me to do much more. thats why i also like you idea with the "achievement tree" is gives you some form of "Boss fights" where you have the satisfaction of beating the final boss.
  3. Community Tech Tree is "just" a tech tree mod which expands the normal one and moves a lot of parts around, apart from that is has a boat load of empty nodes for mod makers to fill in. if you only use CTT without any other mods you will hardly notice any difference other that all the empty nodes in the tech tree
  4. haven't played with the sock TT for a while now, but i did not really give much thought to the specifics, but more like Proof of concept and if you use CTT the "most problems" with the tech tree are solved for me so. but from a learning process... if i had to learn how to play KSP with CTT. i probably had a far less pleasant experience, the stock tech tree does rush a bit but from a new player point of view that is OK to me.
  5. I'm not really good with that, like I always set the rule for my self to not use the debug menu. but every time my craft run out of ec because they removed the alternator from the engines. batteries used to recharge while the engine was running. not anymore.
  6. As an experienced KSP player, rushing trough the tech tree by harvesting minmus for science feels like cheating to me, now you can say: just don't do it then... or decrease science value but wait wat if there was an extra difficulty option in the tech tree: Kerbal Road blocks we know that the game keeps track of all you achievements, like if you have landed on the run or not. what if we put this activity tracker to good use, instead of just offering different contacts. the road blocks will automatically unlock when you preform the specific task. and then you will be able to spend your science on the tech-tree nodes that come after that. terrier engine make orbiting easy? wel first show us you can orbit without it. I made a small image of the concept which is not fully worked out yet. but it is the idea that counts: when it is fully worked out you can probably have roadblocks that require: docking manoeuvres, surface sample retrieval, enter atmosphere of planet X, land on Planet X, maybe even: have station with +10 crew capacity IMO this will add an extra layer of depth to the game but it remains light weight and easy to understand. any ideas of this concept?
  7. I think minmus is "hard" enough as it is. but I get it, once you learned the trick it is not hard at all. IMO it is like this: 1- Kerbin, you learn to orbit 2- Mun, you learn to aim for moons with the right inclination 3- minmus, you learn how to get the right inclination 4 duna, learn to aim for other planet with the same inclination. and so on, each body becomes more difficult the further you go away. and from a game standpoint it is really well done.
  8. yes, we need this, although you can do this with mods, I use this one: https://spacedock.info/mod/1019/Kramax Autopilot Continued is has a boatload of other features, but I mainly use it for stetting pitch and roll to a set number.
  9. use the scan sat mod, it will allow you to make biome maps of the planet, it is very good integrated with the tech tree. it will make you actually work for the benefits of a biome map. I like it it even offer contracts and science. it is a must have mod in all my career play troughs edit: typo
  10. well I must be going to fast, coming from a +- 90km LKO to a 55 to 60km Pe going down with a nice 45' angle all the way down to where flying becomes possible always seem to be doing the job just fine. with a less aggressive decent profile I mange to save the ship but basically all overheating bars are visible. don't even want to talk about the return trip from the mun with a 90' angle at 60 to 65 km. tbh I did not test it in 1.8.1 as I did not have any contracts needing a shuttle.
  11. - a Finished release, I don't want to rely on mods to have a playable game for the first 10 updates - stock Kerbol system resizing based on difficulty settings - almost bug free release (asking for a bug free release is an utopia, so we have to settle for almost bug free) - filled in nice the stock 0.625 size in KSP 1 is still not even filled (see top) - a career mode that has more late game objectives, and engaging content (you can unlock the entire tech tree without leaving kerbin's SOI, that does not encourage me to go to other planets, and no! setting science return value to min will only make the game more grindy not more fun) I proposed something like this a while back, have some tech tree nodes locked after a accomplishment alongside the science. - better visuals (of course)
  12. it kind of does exactly what I meant in the side note, but this mod makes re-entry even harder does it? but the problem I have is that a shuttle I used in multiple career play troughs are now burning up on re-entry, but the only heat shielding we have are the circular ones you put under a command pod.i like to see some heat shielded wings, like we see on the space-shuttle IRL
  13. Ever since 1.8.0 my ever proven LKO shuttle keeps burning up its wings on re-entry (don't know why this happens, but I use the same design since 1.5) this got me thinking why do we not have wings with ablative purposes? - maybe a slider which is at 0 by default to safe weight and you can increase the ablativeness of your wings in editor if you please? - maybe even a visual chance to the bottom of the wing? the space shuttle had ablative tiles after all I would really love to see something like this! as a mod or as some written code you can add to the config file( I use this to make to switch out engines when I like the model but an other engine is better at the job, looks are everything right?) on a side note: should it not be more realistic when everything has some ablative value? every opject has some form of heat resistance but it will always take damage when exposed to high temperatures. but this would be the opposite of the topic mentioned above, I believe that adding ablator to everything would make re-entry even harder.
  14. use the RLA-stockalike mod it has every 0.625 part you will ever need (I my opinion) look at this! https://imgur.com/a/xJFxC downside is that ever sins squad is updating there models and textures they don't look very stock alike any more...
  15. does anyone know how to chance the cost typ in the tech tree from 'science' to funds or specific science experiments? like: crew report from launchpad will unlock basic rocketry node or: 1k funds instead of 5 science will unlock the node thank you!
  16. Dear kerbonauts recently i heard something about putting relays on 'rail' by editing the safe file and not touching them again. to make sure they don't drift. and your com net stays nice and divided in orbit. so i went to my safe file and changed something. where i thought this would make the orbit circular and at the specific hight, it did... nothing. maybe one of you can help me this is one of the crafts i am talking about. i want to make a system with 3 relays. because i am going to duna soon and it wil have some high warp speed i was hoping i can put the relays all in exactly the same orbit so they don't drift over a long period of time. so in sort which values do i need to change? what do they mean? (in not rocket scientist language) thank you
  17. this is probably just for me, but maybe someone can help me with this RAT is what real planes use when they have total power failure. its a small windmill that generates ec for the most vital systems maybe some good code writer can help me write a code that turns a small air intake into a generator?
  18. I have been using this for a while and it is a heart mod for carer mode! but i have just an suggestion: add add a branch with missions that require some more skill like landing on the launchpad after, flight, suborbital flight and orbit. you can start this in early career mode with missions like: land close to KSC and use the stock recovery system as an paramater(more that 80% return up to more that 95% return) just an idea do with it what you want
  19. it works just fine on 1.3 with me if you want to get rif of the annoying message when launching make you make your .version look like this "VERSION": { "MAJOR": 14, "MINOR": 0, "PATCH": 1, "BUILD": 0 }, "KSP_VERSION": { "MAJOR": 1, "MINOR": 3, "PATCH": 0 }, "KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 2, "PATCH": 0 }, "KSP_VERSION_MAX": { "MAJOR": 1, "MINOR": 3, "PATCH": 8 just a few numbers but is does the job
  20. i agree some form of life support should be stock.. but i think it more for balancing reasons. the life support mod i used are great but the only thing is that they can become extremely messy in combination with other mods. if there was 1 stock life support system it would make it a lot more manageable in my opinion. But i think squats focus should be more on a complete career overhaul as the core game is great but the career mode is seriously lacking
  21. i would like to see a upkeep coast mechanic.. i imagined it like this: - every craft has a daily operations rate based on part-count or something, - kerbals have salary based on their lv, double when on mission(danger money is a real thing) - upkeep coast for KSC based on lv now i hear you thinking you never make that kind of funds with contracts but see here a solution: - Space tourists! build space station -> put tourists in there -> get daily funds - sell unwanted space craft to competitor for instant funds - satellite network supplier, get fund for suppling 100% network coverage on x planet - build mining operations (their is a mod for this but) mind gold on not kerbin, fly back get funds. (this would be awesome if it could work in the back ground)
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