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TheBeardyMan

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Everything posted by TheBeardyMan

  1. 636. A full cloth simulation for parachutes. And Kerbals attempting to re-pack them should have a risk of getting entangled and rolling around wrapped in cloth looking like deranged beach balls.
  2. It would also be useful for manoeuvre nodes to have plus and minus buttons to delay them by a whole number of orbits for situations where you're in a parking orbit and want to plan your transfer burn now but the planet you want to reach won't be in position for a transfer until you've completed several more orbits.
  3. For 0.22.# patches: <ul> <li>Fix Apollo science nerf: transfer science between pods by EVA or docking at 100%</li> <li>Biomes for remaining planets and moons</li> <li>Micro-biomes for anomalies</li> </ul> For 0.23 and beyond: <ul> <li>Resources and mining</li> <li>Economy for career mode: <ul> <li>Funding decays if you do nothing</li> <li>Funding is maintained with successful missions</li> <li>"Firsts" give major funding increases</li> <li>Disasters give major funding decreases</li> <li>Funding falling to zero isn't a game over if you have mines producing resources that you can sell</li> </ul> </li> <li>Tweakable parts; in career mode with economy, each tweak configuration would have monetary R&D and tool-up costs (plus science costs if you're pushing the boundary of a tweakable parameter)</li> </ul>
  4. You know you play KSP too much when you see a globe of Earth on a news report on TV and wonder why the continents are the wrong shape (just happened to me).
  5. If those observations are correct, they would indicate that the diminishing returns effect is only applied after all science from a transaction (either a transmission or a recovery) has been "banked". Stacking science in that way will probably be considered an exploit.
  6. The ASAS tried to "correct" the torque from touching down on a slope and ripped the landing gear and engine off.
  7. Instead of "liquid fuel tanks", "oxygen tanks", "monopropellant tanks", and "xenon tanks", have generic fuel tank modules with the following option for the module as a whole: Add/remove partition: adjust the number of different fuel types that the fuel tank module can hold. Fuel tank modules with more partitions have poorer mass ratios. and the following options for each partition: Adjust partition size: change the fraction of the fuel tank module's volume allocated for a partition. The interface for this would have 1 freely adjustable value, 1 dependent value, and N - 2 locked values. Set fuel type: Set the fuel type to be stored in a partition. Performing this anywhere other than the Space Centre requires a "fuel tank scrubber" module, and can only be done for an empty partition. Adjust slosh baffle density: a higher slosh baffle density gives a poorer mass ratio but also restricts how far the partition's COM can wobble when manoeuvring under thrust or gravity while the partition is partially full. A lower slosh baffle density gives a better mass ratio, but will be less stable.
  8. Trojan asteroids shouldn't be a problem, because they're found at the L4 and L5 points, which, along with the L3 point, have neutral equilibrium in KSP's simplified orbital mechanics. The only Lagrange points where you can't orbit without N body physics are L1 and L2. Lagrange Point N Body Equilibrium Patched Conic Equilibrium L1 Unstable None L2 Unstable None L3 Unstable Neutral L4 Stable Neutral L5 Stable Neutral P.S. Sorry about table format, what I typed wasn't what I got
  9. Fuel refining, and to make your refinery work, you have to solve a SpaceChem puzzle.
  10. 168. But surely Kerbals would consider "Jebediah Kerman's Junior Rocket Science Playset " (with real engines and rocket fuel!) a more appropriate toy for their kids?
  11. My thoughts on interstellar travel in KSP: Why can't we have a procedurally generated galaxy with billions of star systems orbiting a central black hole? The game has no need to simulate all of the star systems all of the time; it only needs to simulate the system containing the ship with the current focus, and when a previously visited system is revisited (either by travel of a ship or switching focus), the positions of the planets can be updated depending on the time elapsed since the last visit. To reduce the number of stars being tracked for the purpose of interstellar SOI changes, divide the galaxy into cubes (10ly x 10ly x 10ly perhaps? that'll need tuning). Actively track stars in a ship's current and neighbouring cubes, schedule tracking upgrades, tracking downgrades, and night sky apparent magnitude changes for other stars whose orbits cross the ship's current and neighbouring cubes, and perform a full recalculation on a background thread as a ship itself approaches the boundary of a cube (a very infrequent event). To make sub-light interstellar travel interesting without making interplanetary travel trivial, add high TWR high ISP engines, but put them at the far future end of a tech tree in career mode, and restrict parts in sandbox mode to those that have been unlocked in career mode. Also, to use such an engine for interstellar travel, you'd have to use a brachistichrone instead of a transfer orbit, so the engine's usefulness for interplanetary travel could be further restricted by having the navigational aids for brachistochrones display interstellar SOI changes only.
  12. Hi! Just downloaded and tried the demo, and it looks awesome, with all of the originality that I\'ve come to expect of indie games, but found sadly lacking in mainstream big budget games. I\'m seriously considering pre-ordering, but there appears to be one major game-breaking bug. In the vehicle assembly building, when I build my spacecraft too far downwards, new parts are buried in the ground and I can\'t see where I\'m working. The tutorial didn\'t mention any controls for moving the whole spacecraft upwards, and I haven\'t discovered any. Is this fixed in the latest version?
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