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catloaf

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Everything posted by catloaf

  1. The progression is Eve probe than crewed Ike than crewed Duna. Gilly is hard for a newbie and even I waste a lot of dV on inefficient maneuvers when going to Gilly. Eve is the easiest for a probe because all you need to do is launch a probe with drouge and regular parachutes, science, solar panels and an antenna. Above it in a fairing with two heat shields stacked on top of each other (in case one explodes) then send it in an impact trajectory with Eve. The atmosphere will slow it down before reaching the surface and then once your going slow jettisom the heat shields and deploy fairing and the drouges to get slowed down to a safe speed for the main chutes, deploy the main chutes about 800 meters above the surface and slowly drift down.
  2. I would like the to add more rover parts. Perseverance style wheels, chemcam, rocker-boogie suspension to fit the rove-mate, stock bon voyage, cables in breaking ground to help build skycranes. Other changes I would like is to make the light part colored like the light in lights, so a light emitting green light is actually green. And rebalancing progression a little bit. I would like squad to make the early nodes cheaper but make the later nodes much more expensive, requiring you to go interplanetary to complete the tech tree, but reducing science grind in the early game. As well as grouping parts in a reasonable way, like giving the player all the fl-t tanks at the same time, since each is just a stretched version of the same tank.
  3. But that's the point. In stock reusability is cool but not practical unless you use an ssto. Plus you have to go into a higher orbit to be able to circularize before the booster gets too deep in the atmosphere. When put up against rocket ssto's dropped boosters don't have a very compelling argument. Of course a way stock dropped boosters can work is to land on the peninsula east of the ksc. However big landing legs are long overdue, and a landing pad east of the ksc would be icing on the cake. However, I think that doing a collab with spacex is a risky decision for squad, so maybe they shouldn't.
  4. At least that's a simplification of something that can be done, not outdated/bad science.
  5. The fact that pink magic rockets under a technobabble name are in is a little concerning. But the combination of T2's behavior, delays, and other smaller things such as considering taking abilities away in sandbox mode and not improving the Kerbol system beyond visual changes (which I really like) are what almost ruin it. I want to love this game and think that I will. But I have concerns because I really want it to be worth the wait. I also hope they use the delay to add some new content.
  6. I wasn't referencing ksp, this was something that was supposed to come to Minecraft, but was delayed many times. 3 years after it was supposed to come out it was cancelled.
  7. That's why I'm waiting a month after release, for mods. I assume that the size will be much larger than 5 meter, but it looks like all the small parts are equivalent to stock a few update ago. Of course you could be right about them adding 5 meter. But it looks like we will be missing all the cool dlc engines like the cub and wolfhound. Also, considering that we have daedelus, which is massive. I'm not saying there won't be 5 meter. I'm saying that I don't think there will be 5 meter and if there isn't I will be upset, that sad it does make more sense when you consider colonies. So maybe it will be 5 meter than daedelus, since 5 meter looks perfect for the small colony modules. Also I have other reasons to be disappointed about the game. Such as metallic hydrogen, which is looking less likely to be possible as time goes on, and take twos behavior, and the multiple delays that are starting to make this look like the super duper graphics pack. I will admit that the downgrade statement was wrong and an over reaction, but to say that I'm not as hyped as before would be an understatement. Yes fusing winds is a perfect compromise. And doesn't have the design shift that full procedural would have.
  8. Yeah, skipping out on stock procedural wings was pretty stupid, it looks like we won't get new parts other than the interstellar stuff. Matt lower will be disappointed at the lack of love spaceplanes get in the sequel, no procedural wings no 2.5 meter rapier, no bigger plane parts, no robotics (I'm not totally sure, but that's what I would guess,) no 5 meter tanks (I'm not totally sure, but that's what I would guess.) And with waiting for 2021 this game will almost feel like a downgrade. I won't buy for a month after it comes out and just watch videos to judge the quality and wait for essential mods to get ported. And on the wings, come on intercept people have built such cool stuff with fairings, but imagine what could be built with procedural wings and panels. Starwars craft that don't rely on tweakscale, have 1000 parts, or both. Big ssto's that aren't impossible to fly due to lag. Big structures that aren't stuck to the ground, flying colleseum anyone? But you get the point, there not a deal breaker but there pretty close.
  9. It's an assumption, mainly based on screenshots. The downloads don't look like that because a given modded player won't use a particular mod, however it was probably a big overestimate, I would guess that in reality 30-40% of people use mods, but 70-80% of forum uses use them. But the point still stands, it wouldn't make a big difference for support just because the mods are "official," it wouldn't cause a massive change in the amount of modded users, and even if it did it wouldn't matter much .
  10. Just realized that the constellation Orion made it into the pic with Tylo and Vall.
  11. Here's mine: Jeb puts on his night vision googles (disable ks3p) slidin down bop with Jool lookin goood! It has enough dV to land on Vall, Bop and Pol. It can refuel with isru. Note that the screenshots are not 100 percent accurate, they contain a very similar but slightly older version. because its 26 parts ill just leave it on Vall. https://kerbalx.com/Catloaf2019/Smol-moon-lander
  12. Good news, I updated to 1.10.1 and it didn't break everything! I'll do it.
  13. I'll dock all the modules for people who cant, also, is the limit still ten parts? Maybe just email the next person?
  14. Thou shalt do rant when squad copy mods in dlc and charge of they 15$ for content worse than mods. But for some reason they still real that there have to buy it.
  15. A little gaming on mommy's phone... Right click on the image, then click "open image in new tab" then copy the link from the new tab and paste it into the forum.
  16. Or use a formula, determined by atm composition, mass, and surface gravity. And that won't change, the very skilled/invested people can keep using blender and Photoshop just like they always have. Remember, the idea has changed from an internal interface to a separate app or website to create mods that use in game tools. It's sort of like the new custom dimension in Minecraft, the developers build functionality into the game that must be enabled by modders, just like how Kopernicus does nothing without textures and configs. Also these tools wouldn't just be ramdomizers, you could edit everything, including the heightmap and colormap. However a new thing would be being able to edit these on a 3d sphere, rather than a 2d sheet. This is actually why the stock libnoise planets have perfect North and South poles, while many custom systems whose planets were made in Photoshop have weird ridges at the poles. Also, terrain scatters would have a simple interface, but people who are really into it can use more professional tools. Of course people could go crazy with these tools, but they would have limits. However pretty good planet packs are still pretty good even if they aren't amazing.
  17. With proper testing, that wouldn't happen. I don't see any difference between this and mods. Usually adding planets with Kopernicus won't effect other planets. We must remember that because the game won't be a mess of spaghetti code problems are less likely to happen because of seemingly unrelated changes. Plus, what may be simple for some is complex and confusing for others, so features to help them are not worthless. Or maybe they could do it, but don't have the time. A good compromise would be stock Kopernicus, with an official planet building tool app or website (probably less work than a built in tool,and better from a performance standpoint, plus it doesn't have to be added on release.) All they have to do is add support for custom systems, which should be easy if they've supposedly made the game more moddable. Also, if people want support they would need to provide the system there using, which would be easy to find in the files. And of course loading multiple systems mean they could just switch to the stock one and see if the issue persists. Asking people for the system they use and asking for a log isn't very different.
  18. Fairings are one of the most utilized parts in ksp, but they have some flaws, these are changes that could address them. 0.625 meter fairing: Fairings are often used in ksp to make custom shapes. However, when using a fairing to make certain parts like engines it must be both heavily clipped and smaller than the size of the rocket itself (usually about two size classes. Necessitating rockets that use this technique to be massive, smaller fairings fix that. Increased size limits on fairings: Although I understand why there in place, often it is advantageous to hide the fairing base in a rocket, necessitating a smaller fairing size. This makes the size limit on fairing a serious problem, particularly with aeroshells. A possible better improvement would be to remove the size limit, but make cost and weight increase exponentially to justify using a heavier more expensive fairing. Procedural aeroshells/baseless fairings: These would be like normal fairings, but without a base. They would be closeable at at the top and bottom and could be switched from building above the "base" to building below it. The base is an attachment node for attaching the fairing to the craft. This would make building aerosols a simple preocess, rather than clipping fairings in a complicated and heavy way that looks awful. Option to make interstage nodes truss disappear, provided that the part in the nose is touching the fairing: Exactly as described above, upon jettisoning the fairing the parts attached would be jettisoned automatically. Useful because the truss is ugly, would make mounting parachutes on aeroshells a lot easier. And most importantly, make each section of fairing resizable with a tweakable, rather than being forced to use the inaccurate mouse.
  19. In a game where 90% of people use mods, I don't see it as being an issue. They just need to treat custom systems separately from stock, or as mods.
  20. Since they are adding interstellar systems, now is a better time than ever to add an easy way to make custom celestials. Basically, in the main menu there is an option titled edit universes (can't call it solar system anymore!) Clicking this button would take you to a screen where you could choose a universe (for lack of a better word, maybe star cluster instead, just all the celestials in the game) and edit individual celestials. You can also clone a universe of create a new one, place a celestial, edit orbit and celestial parameters, all the stuff you would expect. But it would also have other things, such as auto calculating radius based on density and mass, and creating realistic orbits just like it would for a ship. As well as tools to edit a surface, such as being able to overlay the color map over the height map and edit each side by side. What this would mean is that people with good ideas but no coding knowledge could realize there ideas. And more interesting ideas could come out as a consequence, plus new categories, such as sillier planet mods could be created.
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