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Everything posted by Wjolcz
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And That's why I cheated my way through the tech tree and upgraded the whole KSC, and now I'm left with money and rep to worry about. The tech tree isn't really that fun to unlock. Should be more like in RO where you pay for the tech to be researched instead of paying with science gathered.
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I would if NeverUnload went stock. I really enjoy designing aircraft and using them for LKO payloads could be a fun thing to do.
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Ever had those annoying specks on your screen?
Wjolcz replied to Der Anfang's topic in KSP1 Discussion
Not in KSP where most of the game is dark space. WarThunder and IL-2 though... ENEMIES ERRYWHERE! -
Ooooh! That looks very nice. Any UI improvement is welcome.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Wjolcz replied to K.Yeon's topic in KSP1 Mod Releases
Would you consider adding a cockpit similar to this one? -
It's because they were made by two different authors. The KS-25 was made by PorkJet, while the Mammoth was created by C7 (IIRC). The art pass of rocket parts is planned post-1.1.
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Maybe something useful for scientist
Wjolcz replied to delta144's topic in KSP1 Suggestions & Development Discussion
The kerbal classes need either to be improved or, as regex said, they need to be removed. If they won't be removed they should work like this imo: Pilots: SAS and trajectories Engineers: KIS and KAS Scientists: Actual widgets when performing science experiments with knobs, buttons, microscopes and whatever a scientist might do to make the gathering science more fun instead of clicky. -
I really hope once MP is out it will work this way. And yeah, KIS and KAS are two great mods that would give kerbals a lot to do while on EVA.
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Make ignition sounds everytime engine ignites
Wjolcz replied to Rdivine's topic in KSP1 Suggestions & Development Discussion
An overall overhaul of engine sounds would be nice. -
The [ IMG ] thing for pictures doesn't work.
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Yup. http://i.imgur.com/oawldKV.gifv
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Eh. It's been discussed so many times. The main question is: Would you go exploring if you had to keep fighting on Kerbin all the time? Answer it yourself.
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I'm surprised nobody posted it yet: https://www.youtube.com/watch?v=f3ZbLznMiws
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Way too big, guys. Way too big...
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totm june 2018 Work-in-Progress [WIP] Design Thread
Wjolcz replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
The newly recruited crew is getting familiar with the mock-up of KUNIV spaceship. -
Would you consider adding a greenhouse that has two attachment nodes at the top and the bottom? The greenhouses already in the mod are sorta inline, but they lack the ability to add something on their top. Maybe a simple cylinder with windows in the middle, or a rotating ring on it. I'm thinking about how the greenhouse on the Chinese space station looked like in "Gravity", except you could see the ring rotate from the outside as well. Maybe something similar to the greenhouse in "Tharsis" game.
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Ideas for Official KSP App
Wjolcz replied to Jeanjvs's topic in KSP1 Suggestions & Development Discussion
My essay about the app idea is gone because my internet randomly disconnected ARRRGGHHHH! Anyway, let me write the whole thing from the scratch again, eh... So, first of all I like the whole graph/telemetry in real time idea by cantab. Second of all, I feel like the Mobile Lab in the game could use a rework. The Lab could be used for science experiments-based minigames. Kind of how alchemy works in Minecraft. You sit in front of a plexi container (IVA style. And let's be honest, those IVAs are mostly useless.) with The Goo inside. Heat it up, add some of that soil sample you gathered earlier from Duna's surface, add some more from Ike, slap it and watch as it bounces around/changes the shape/colour and pops giving you science by doing so (of course a Goo canister would have limited amount of times you can do that to it/have limited Goo capacity). Now, you may ask: "Cool, and the app idea?" I say: Do the same with the app. You could perform the experiments on the go with unlimited supplies of different experiments. At the end of each experiment you would get a report of all the things you did to the sample and the final amount of potential Science points you got. Then, when you're back in front of your PC, you could do the same in the actual game with the exact same results. Probably not easy to implement, but would be amazing to have. Also something to want you go back to playing the game. -
The Lab confuses me. I hardly use it since it changed. I would much more prefer to be able to conduct experiments in the Lab myself. With widgets and knobs and all of that minigame stuff. You throw the experiment inside, poke and shake it for a while and science comes out based on how well (or random) you conducted the experiment.
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Martian Jersey Shore? I would imagine it would be a nice place for a mining colony/company in the distant future. You could go grab asteroids and bring them back to Mars to sell materials to the new-comers, or use the materials extracted from asteroids and the planet itself to build small cities and rent them to space agnecies (or to people with amnesia and mutants for whatever reason). Unless there are no materials to build spaceships and colonies on Mars.
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Nuclear turbojet open and closed cycle
Wjolcz replied to Space_Wyvern's topic in KSP1 Suggestions & Development Discussion
The RAPIER is already pretty good. At least it was the last time I used it. Tbh I'd rather see a VASIMR engine than a nuclear RAPIER. It would also be much more realistic to have an electric propeller engine instead of nulcear hybrid engine for atmospheric flight. -
I'll bump this because EET doesn't seem to fit my needs (took me a while, I know). It has a lot of not used nodes when played with stock parts. Any other tech trees I don't know about that work with stock, KIS/KAS and USI-LS? EDIT: Found this one: http://forum.kerbalspaceprogram.com/index.php?/topic/110365-104-opentree-a-rebalanced-tech-tree-w-more-choice-clearer-development-mod-support-v23/
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Wjolcz replied to Probus's topic in KSP1 Mod Releases
That's a very nice mod you got there! However, I would like to play it Stock + KIS + KAS + USI-LS. The problem is with this mod configuration there are many tree nodes that are empty, but still cost science points. Is there any way to remove or skip them without cheating the extra science in? Or maybe there's some other tech tree modyfing mod that I could use?- 1,029 replies
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