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walterdunst

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  1. They really should improve the base game at the same time -- But I don't think it is worth boycotting this expansion because of it. This is exactly the kind of direction I want KSP to be moving in. And remember, they HAVE been adding functionality to the base game (∆v, texture upgrades, etc. )
  2. Love this mod, and have been using it for some time now. This mod really punishes you for putting on too few RCS ports or having an unbalanced craft. No more relying on stock's insane SAS. The future developments are also very welcome, having new controls on the NavBall is a great idea and it looks like something I would quickly be unable to play without. Two things for if you ever decide to add new parts, though: The game could really do with extra-big RCS thrusters, although I currently just use tweakscale to fix this, so not urgent at all. Spaceplanes are overly nerfed with this mod. This is because they are already slow to maneuver in Stock, normal RCS thrusters have a low heat tolerance, and they end up needing many parts to cover all directions with 2 way symmetry. This means they have a more parts and less torque, which doubly slows things down on less-than-ideal machines. Personally i think you could do with a B9 Aerospace-style, plane RCS port that is aerodynamic, a five-way thruster, more powerful, and maybe a little heavier to compensate. That way SSTOs wouldn't take such a hit. Thanks for the mod, it turns running out of RCS from minor inconvenience to a high alert problem, great for adding tension to any easy mission.
  3. I'm still running on 1.2.2 so this could have changed; if so I''ll take the plunge and upgrade immediately and ignore what follows. As far as I know there are no ICBM contracts, and no mods that add this feature for RO either. Seeing as that was the prime reason for rockets being funded in the first place it seems odd that there are no in-game suborbital contracts to impact 7000miles downrange or something similar. Instead we start with reaching altitudes or orbiting. The main reason this would be awesome is that unlike in real life, there are no in-game benefits to using high-boiling/storeable propellants in launch vehicle first and second stages. ICBM contracts could begin by only requiring range, like atlas or R-7, then have to be storeable, a la Titan or proton, and then finally solid only like most modern ones. This could provide a nice way for Titan style manned launchers to come about naturally. As it is I never make my kerbals get on towers of toxic hypergols when they could use the comparably safer and also more efficient kerosene versions instead. If, however, I had a tried and tested ICBM that happened to use UDMH, I wouldn't feel too guilty putting Vadim on it, 'in the name of science'. If this is already a thing, let me know, otherwise is there any way this could become a thing? Finally, I don't have any particular love of either nukes or missiles. This is just about history not weapons.
  4. There's a mod that does exactly this, and using it makes landing way easier. I guess they won't implement it because it would lower the challenge? There is something to be said for eyeballing everything and getting it right. But, seeing as there is not scientific reason for the extra difficulty, they should definitely implement it. Also, using the shadow to land mostly removes any challenge of not knowing your ground altitude. Unfortunately, running ksp on a potato means no shadows so the stock game becomes more difficult simply due to poor hardware. Having an altimeter would fix this (fixing my good computer would too).
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