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desert

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  1. I've tried to reproduce it and it turns out that these failures are actually not from Kerbalism but from TestFlight. To reproduce them, install TestFlight, place few dozens engines (Swivels will do) on a tank, ignite them simultaneously and let them run for some time. That's how failures look with stock theme:
  2. Hi, I really like the theme, it brings a very refreshing experience. However, I've been playing with Realism Overhaul recently and I've encountered that partial failures of engines (they are provided by Kerbalism) are difficult to recognize, especially since they are at the corner of the screen. In stock theme they are orange and easily discernable from normal engines (light-grey) and failed engines (red). With ZTheme red ones are more or less visible, but these orange ones are too close to dark grey. Is it possible to change these colors a bit? For example, make normal part icons brighter, or failures (orange and red) more saturated.
  3. I'm excited for game engine rework, hopefully the game will be much more stable and kraken-free
  4. Hi, I really loved the new trailer! The game isn't out yet, but I already have some feedback. I saw a new Parts Manager window, and it seems like a useful tool for managing your crafts. It, however, currently is too big, it has half of its height dedicated to list of parts types. I am afraid that more than three parts will not fit the screen. I've got an idea that same tabs that are used in parts catalogue can be reused here. It will help with window size and will also be more intuitive, because the same icons and order can be used for the parts manager. It can look something like this:
  5. Entering and leaving timewarp shouldn't affect landed vessels, they shouldn't jump or clip through the surface
  6. To make antennae more interesting and educative, instead of separation by direct/relay types, there could be some mechanics related to main characteristics of real antennae: frequency and gain. The bigger the antenna the bigger its gain. For each antenna you can choose it's frequency, higher frequency means higher speeds but more power consumption and shorter distances. Lower frequency is slow but has less consumption and larger range. This would lead some interesting trade-offs for the player to solve and to actually learn something about radio physics. RealAntennas has a system kinda like this, but it could be simplified. To have less calculations, less frequency options, no power options, and to be more user friendly in general
  7. I think yes, definitely. The existence of direct and relay antennae in KSP doesn't teach player anything. It's just some complication where it wasn't needed. The player makes orbital probe, and a lander, gives orbital probe a big and pretty antenna. And then it turns out that this antenna can't relay data and he had to read the part description more attentively. It just frustrating and has no real world reason. A better real world explanation would be to make different control units to have or not have relay capability. But again, it will lead to a lot of frustration because it will still be a test of person's attention when reading the description
  8. Good idea, I'll do it, hopefully, when I have free time.
  9. I've made it a year ago, you can download it from here. Still waiting for @SuicidalInsanity to add it to the mod itself.
  10. Then why there are a lines that lead to and from these rows, one at the left and one at the right. The lone could go down through the image at leftnside. Then the last row is incomplete. And there isn't any end of transmission at the bottom of an image.
  11. At first I thought that the message is about an interstellar travel, but after reading other users' ideas, I think that it is about a new planet in Kerbol system, most likely a revival of old KSP lore plans: I have used three options for measuring the distance to new planet and all of them are not interstellar. It may be a brown dwarf, with four planets, or an ice giant with four moons, but i think the way alien is located under the central plant shows that its a rocky planet with four moons. We will probably find alien cities there, but I don't think we will be able to interact with living aliens.
  12. Just don't make these fuels and engines available from the start. Make them an advanced tech, when the player is confident with other things. And tanks could have unlockable fuel options
  13. If there were kerolox engines at the start of tech tree and hydrolox engines much later, somewhere around nuclear engines, there won't be a problem of overwhelming a new player. The player would learn how to build and fly simple kerolox rockets and only then will meet new fuel type
  14. I think it's pretty much fixable with the right adapter and four Vectors. And if the adapter is switchable, you could even make six engined SLS or some other kind of monstrosity.
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