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SpaceWalker1870

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Everything posted by SpaceWalker1870

  1. does this have compatibility or a config file for stockalike station parts?
  2. so many years later... lol rip its still same in fact a decade later lol
  3. i dont think i have the image anymore, but basically rotors were in a service bay, but then the rotors got moved to a different place
  4. bruh it happened again, with this other craft.... (cant put image bc forum doesnt let me)
  5. breaking ground robotics are fun, like add more capabilities for missions, but often, ive had problems, especially with docked craft, which one or more had robotic parts. for example, a laythe surface base, one of the surface modules had this robotic hinge with a communotron 88-88, and would deploy when on ground, but a very strange glitch would happen, where it would just get completely moved, like clipped into other parts, but not even on the same module, in fact it would get clipped within docked docking ports, to where undocking would just destroy the other modules. even more anoying, is how rotors would work, is that when like i would switch away to something else, and then back, the rotors would get glitched, clipped further into the rover vessel (had rotors in service bays on rovers, to help push heavy things around the base) then the rotors would get clipped into some other part of the rover, which does not make sense has this happened to anyone else before, and do you know how i can stop it from happening?
  6. Caves in ksp2 would make a great addition. it would be some additional science locations, recource locations, or even lore locations. additionally, they could act like to shield kerbals from radiation, if radiation gets added to ksp2. But, a main problem with this would be that ksp2 terrain system is like heightmap based, not allowing overhangs, arches, or caves in the terrain, like how ksp1 is. But if youve played ksp1 long enough, you mightve found the mun arches, which sort of break this terrain rule. this is done as the mun arch is a sort of feature, or like structure placed onto terrain, not part of the terrain itself. So, if this can be done with arches, it can probably be done with caves. Hey, even with Tylo, it has its cave. But, tylos cave, (havent explored it, but like generally as ive heard and seem with videos, im pretty sure its like just a general large structure, like a single room type cave. but, maybe caves could be more advanced than this, like have more advanced inside parts of cave, like tunnels, and different sections, and not be extruding from terrain, instead be like below the terrain.Like, there could be some section of terain of some planet have like some "dip" like a basin basically, where its much lower than the surrounding terrain, and then have a science discoverable/placeable feature (like ksp1 mun arch) but instead of that, have it like some structure that fills in the basin, so it looks flat, but could also look like a hill. BUT, the advantage of doing this in a few locations around the planet, is that this reigon could have a cave network within it, imagine... the lore that could be in there, like imagine some ancient civilization, or could be like a lava tube at the mun. like the entire ksp2 ksc is like a structure like this, like its not part of natural terrain. OR, it could be a really large one, or really deep one, and have it that this cave go really deep, potentially there could be a special recourse you could extract from the bottom of this cave, also imagine like underground sciences, and it would make lights truly/even more useful, as usually you can just timewarp to day to use lights, but in caves you would need lights, and solar panels wouldnt work. it would be a challenge to explore these, and there would be so many gameplay opportunities from this addition. Also, would be insane to see this like for interstellar planets, like imagine the lore behind this, like you find some small cave that requires construction of some really small rover, and then once you enter it you find like a large ancient artificial structure....
  7. is there like a wiki page for it? curious if that planet that moho now orbits has a surface or not, idk, just saw it in internet and it seemed interesting
  8. also, sky getting dark when really bright celestial body is below you would be cool, as well as when sun is in view. like having the sun visible and like super dim nebulas also as bright, does not make the most sense. Also, for the future in ksp2, it would be nice if you can see other stars which u can visit from interstellar distances, like how you should be able to normally. would be a cool idea if there was a easy way in game to like select it in the sky or something, like so u can see it out of map mode, like u could be like, "we are going to that star some day" or like at another star system, you could say "we came from that star, in the sky over there" also, another thing i would like is that planets to be visible from interplanetary distances, like eves radius and its clouds mean it should be visible from kerbin, it would be cool if devs implemented this. especially how like reflecting things could have like a glow thats bigger than their actual radius, so u can see it from really far away. also, this with jool too.
  9. Also, the moon in real life, during full moon illuminates the ground enough you can easily see what you are doing, and generally its really bright at full moon, but in ksp, the mun has around 4 times the apparent size, partially because its closer to kerbin and bigger than the mun(at 1/10 scale) also, the mun has a slightly higher albedo(i think) meaning it reflects more light back. This means, in general it could totally be the same brightness during full moon as like late dusk brightnes, but maybe even brighter. This would be great for late night kerbin explorations, and with the cold moon light would look absolutely epic, especially with new terrain/biomes in ksp2. Even more, on laythe would be epic, because a full phase jool would reflect so much light onto laythe, there would be this bright green glow everywhere, it would be like glow in the dark type glow is everywhere, so, like imagine foggy laythe, and a colony next to the shore, with a green glow everywhere.... awesome
  10. for some reigons, i think this would be cool. But, this should be a rare occurance, and there should also be many flat areas. like it would be cool, but it shouldnt be everywhere. it would be cool if ksp2 kerbals could climb better, because i found these boulders on kerbin that if they had coliders they would defenitely be fun to climb.
  11. would be cool lunar eclipses seen from surface of the moon, like the surface of the moon turns red as the scattered light from the sun passes by kerbins atmosphere
  12. they should also have like eclipses, like where the sky gets dark and you can see stars. would be cool if there was a solar filter option/part so u can see the solar eclipse as it progresses, but this wouldnt be really necessary, just be cool. But, the dark sky part is for visual purposes a really good idea, especially for moons of gas giants, like during eclipses your solar panels dont generate electricity, its cool if its also dark, including the sky.
  13. Yes, they should totally add this. Especially for the Joolian system, where you often have either jool or another moon in the sky, the added light would not just look awesome, it would also be very convenient and realistic from a gameplay standpoint. Also, for duna it means when its day, you have direct light from the sun, but when its night, you have light from ike (provided you are on the right side of duna) meaning you always have some ammount of light which would be very cool.
  14. [snipped for brevity] bug number 18, idk if this happens only to solar orbits, may be elliptical orbits in general, but idk exactly, i cant test it out rn
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