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Wjolcz

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Everything posted by Wjolcz

  1. I wouldn't say much, because I haven't tried it yet. And can't compare to RemoteTech, because I really never even used it. Though it sounds like a good feature. I'm a bit scared of what might happen to my probes that will be out of range, but I'll just treat them as sun-toasted, unusable pieces of space junk. Radiation is pretty harsh.
  2. I thoughr infinite fuel gave you infinite EC, too?
  3. Same happened to me a few times. I started focusing on mods and stopped going places. Now I use only KER and KAC, and I'm about to explore Laythe for the third time in my career save. Though I might also get KIS/KAS once I unlock ISRU converter. Apart from that I try to keep my game as modless as possible.
  4. I think contracts should be a kind of career mode extending element, but they don't really feel like it.
  5. Go for polar caps. That's the place I am going to use for my jet drone landings/take-offs. Edit: be creative about your Control Tower. If I was going to create a whole airport I would use a MK3 plane with vtol capabilities and use it's VTOL engines to flip it vertical. Bam! You got yourself a tower that is always ready to be relocated!
  6. I know they are OP and try not to use them when flying planes. Helps conserving EC when you got RAPIERS only.
  7. I fully agree. Some complexed stations/vessels would make the rescue missions far more interesting. Though not overbuilt. >80 parts would be more than enough.
  8. Been suggested over one million times, but I still agree with it.
  9. THIS is what I meant the whole time. The problem is english is not my native languague and I probably wasn't clear enough about the idea.
  10. Did you read the whole thread? In the next posts after OP I stated exactly this. You either do the extra objective or change the contract's status to "Done", and don't get the extra objective science/money.
  11. That's why I think that extra objective should be optional. No punishment if you don't do something that wasn't really considered in plans when launching the mission.
  12. I guess you're right, but remember Opportunity? It did way more than it was designed for, because it literally had an opportunity do more. So maybe if the contract recognized your vessel has wheels and is landed it would give you an extra objective within 1km radius, or so. Just for some extra science or cash.
  13. "Adding 'K' to every word..."
  14. It could be easily dealt with if "Complete this mission" option was introduced. You don't do the optional objective that popped out after the completion of main objective? That's alright. Click "Complete this contract" and get paid for the main objective only.
  15. You see Ivan, if you go two sound speeds water scared of colliding with you. Nice. Didn't even know it was possible.
  16. I'm not sure how to present this, but you know how in RTS games there's an objective and once you complete it another one pops out based on what or how well you did? So what I would like is a new type of contract. One that simply says "Explore this place". You go there and the contract status gets marked as completed, or half completed. Then the contract expands with new objectives like "There's an interesting spot 2km away from your landing site. Go find out what's so interesting about it!" Of course some objectives would be optional or time-based with or without penalties. Bascially: Main (simpler) objective achieved leads to another (more complicated) one. Maybe if the whole contract system would be redesigned to work like this the contracts tab would be less cluttered, messy and chaotic. Paired with vessel spawns (more complicated ones like abandoned space stations of the rival space program or ore haulers, or even abandoned surface outposts) it could lead to more interesting missions than we have now. Also people who want to do more than just land on a planet, or are interested in finding more easter eggs/surface structures would finally have an opportunity for an unexpected space adventure.
  17. 1. It's not Laythe. 2. I think he's talking about how airbrakes should auto-orient the craft nose-first because they are at the back, but (as showed in the pictures) they don't.
  18. I suggested something like this some time ago. It would be good to have. Though wasn't SQUAD saying it will be implemented soon-ish? I think I saw Harv saying he's working on that, but no info about it was said in the last few devnotes. So I guess it already passed Q&A? Maybe?
  19. It's not actually. Those are old Mk2-shaped parts that PorkJet was about to release, but he didn't because there was a decision to make Mk2 parts symmetrical. Since then he's workin with Squad and didn't have the time to redo those.
  20. I agree. One of those would be great to have:
  21. Same. We really need those fuel hoses.
  22. It should work. Place the Junior docking port the way the telescope is facing. Target Kerbin. "Control from here." on Jr Docking Port Choose the right pilot skill. And it should point at the target. Also the panels don't seem to be meant to power the ion engines. They don't rotate, so you would have to place them all over the probe. Better use the ones that can track the sun.
  23. Yet another useful and successful electric powered aircraft!
  24. In my opinion the landing struts (the ones without wheels) shouldn't move in/out (~45 degrees oriented piston with one hinge attached to it). They come off and start to float when there's too much weight on them and it doesn't look right at all. Instead I propose landing struts dampener being oriented perpendicularly (~90 degrees) to the ground, or have the dampening piston and the hinge as separate pieces connected by one point. a few more and less random examples of what it should look like: I don't know if the physics engine supports such things right now, but I hope it will once U5 comes out. If that's the case I would really like to see that change.
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