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CaveJohnson376

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Everything posted by CaveJohnson376

  1. Just tried this mod on 1.12.3. it works perfectly, but has same performance as stock water, so it's basically just a texture change, nothing more. If you have old and/or laptop GPU - this mod probably will not fix bad performance. I have yet to try different graphics settings though, just in case...
  2. there is now one! it's very new, and i haven't tested it yet, but you can try it out
  3. Most players had problem of "managing" vessels using map/tracking station. So, what exactly it needs? Vessel grouping. It should be done like in OpenTTD. In OpenTTD, all the transport can be added to group and groups can be added to groups as well. But it should be possible to add vessel to multiple groups. For example: we have multiple static base modules, several rovers for moving stuff around, some kerbals at EVA and some bigger rovers landed at Eeloo, so we group them as this: - Eeloo landed - - Rovers - - - [Eeloo rovers goes there] - - Base "Alpha" - - - Statics - - - - [statics goes there] - - - Mini rovers - - - - [mini rovers goes there] - - - Kerbals - - - - [kerbals goes there] - - - Rovers - - - - [rovers goes there] Do we need vessel filtering based on vessel type then? I don't think so, vessel grouping should come as addition to this. Your thoughts?
  4. NECROPOSTING! Also, in first KSP DLC there is also new engine attachment points with configurable fairing length and variable engine attachment points.
  5. [snip] Engines never fail, because they're perfectly engineered and built by robots, not kerbals. RTGs lasts forever because of kerbal tech, they can make a material, that can produce some energy, but it will never stop doing it. Also, kerbals have tech to make resources out of money. Yes, they just convert money into fuel, oxidizer, monopropellant, xenon, ore...
  6. Landed on Duna for the fisrt time... and added an landmark for my first Duna surface base!
  7. Nah, this one already present in Breaking Ground DLC
  8. Maybe some sort of editor tools for better craft building, like various measurement helpers, XRay, angle helpers, CoM/Thrust vector/Lift vector position readouts, staged CoM/thrust vector/lift vector. Because reasons.
  9. Isn't better launch a plane then quickly reconfigure it into rocket mid-flight? I think, its a really cool idea.
  10. Have you noticed, that kerbals can survive being in space with space suit only? Where do they get the oxygen? Well, here's answer: they produce it by themselfes. Yes, they just doing some photosynhesis, they're green like plants, so their skins may contain chlorophyll. Chlorophyll turns carbon dioxide into the oxygen and stuff, when lit by sun. Also, it makes things green! Your thoughts?
  11. So, there comes the problem, where they get these toys? And how they playing them? Isn't better make them just wander around stuff and look at all this. And when there comes another lander, they come in line but in some distance to look at, and when it is landedsuccesfully, they cheer and clap, but if crashed and stops moving, they come to see, what happens and trying to save survived kerbals.
  12. Only animations suitable for landed is picking up random rocks from ground and, if they picked up any, small ground features.
  13. I have some theory about air... But anyways, doesn't matter, how they can survive with space suit only in space for years.
  14. When they in cabins on stable orbit and nothing planned for next 5 years? That would be cool. Yo-yo in space, yay If a kerbal would do it in crew cabin, that would be okey, but if the cabin is command pod or lab, it wouldnt be okay.
  15. Seems like devs liked this game improvment idea and they thinking about implementing it into game :thinking:
  16. But anyways, its better to use blocks with nodes and sequence controllers to program stuff, right?
  17. Yeah, sort of But kOS need programming skills, as i remember, right? Controllers i suggested dont ever need these skills, because they programmed using blocks with connectable input/output nodes.
  18. In real life they will be locked only if they have special mechanisms that locks when not moving. Maybe its better to add a setting to change their mechanisms to add autolock and make them stronger in cost of speed and credits?
  19. But being able to disable on enable specific aspects in the savegame is better anyways, isnt it? Also, as i think, its easier to code. Oh, also these three savegame types can be left as savegame settings presets
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