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Everything posted by CaptRobau
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I've been thinking, but if we want a multitude of resources we need a better system for handling those resources. With the current system we'd need multiple fuel tanks or some weird right mouse clicking business. Luckily gaming has produced a solution to handling multiple unique resources easily: the RPG inventory. With a drag-and-drop inventory you can easily manage dozens of individual items (which resources are in a way). One could either convert all resources to the inventory system or have it limited to the resources that can't be used as fuels, but are instead for making fuels. Then you'd only need one set of 'inventory' tanks, that would take all types of mineable resources (for simplicity). This might also be a way to make chemistry 'crafting' work. With such an inventory, one could multiple resources and with multiple resources one would also be able to use the resource system to teach people of how extraplanetary chemistry works. It could help people understand what Lunar/Munar regolith is made of, or what one can expect from Martian/Dunar polar caps, etc.
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The new , showing off the foldable control surfaces made me look into the concept of grid fins. They're quite interesting. They have seen most use in the Soviet Union/Russia, but as the new Falcon announcement shows they're being looked into by others as well. What do they do? They're control surfaces but they're foldable (which is hard to do with normal fins). As such they've seen/are seeing use as stabilizing surfaces on Launch Escape Systems or rocket stages and control surfaces for landing steering. Having a foldable fin would (especially with aerodynamic improvements) be an interesting addition to game's control surfaces. Grid fins for helping to steer the Falcon 9R Proposal for grid fin stabilization on the Orion spacecraft's Launch Escape System (LES) Grid fins on the Soyuz's LES
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[Idea] The Interstellar Collaboration
CaptRobau replied to Whirligig Girl's topic in KSP1 Mod Development
That would be cool, but no idea how to make them work. One problem is that the Kerbal Warp mod doesn't add the new planets in another 'universe' that you can jump too. As such its incompatible (out of the box) with the Alcubierre Drive and StarSystems. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
CaptRobau replied to RoverDude's topic in KSP1 Mod Development
The effect looks really cool! -
[0.25] NEBULA space engineering - EVA handrails pack
CaptRobau replied to Krasimir's topic in KSP1 Mod Releases
Played around with it a bit. Things I'm missing: longer straight handrails and ladder that would be able to make you do a 90 degree turn (for moving from the stack handrail to a handrail on a part that sticks out radially from the stack). -
[0.25] NEBULA space engineering - EVA handrails pack
CaptRobau replied to Krasimir's topic in KSP1 Mod Releases
This works real good. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
CaptRobau replied to KospY's topic in KSP1 Mod Releases
I'm trying to make the stock Grappling Unit to work on planets àla the KAS Grappling Hook. Is there a way to make it work when deployed only and to only use the KAS module when attaching to planets (as that is very unstable when grappling asteroids). -
How to make Dres more interesting?
CaptRobau replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
The main thing to take away was not the memory strain, but rather that they found it useless to add new planets if they weren't interesting to go to. Which the existing planets still suffer from. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
CaptRobau replied to NecroBones's topic in KSP1 Mod Releases
Nice stock-a-like look! -
Currently the Advanced Grabbing Unit aka The Klaw requires the player to slow down to 1 m/s if one wants to attach it to asteroids or parts. I think it'd be more realistic and more interesting gameplay-wise if it needed to travel at let's say 5-10 m/s relative to the thing it's supposed to grab. That would come a lot closer to the harpoons fired by Philae into that asteroid last week. Additionally it'd make grappling feel more different from docking. The docking-like speeds it requires now makes it just a less precise version of docking. Higher speeds would require the player to think twice about how sturdy his grappling spacecraft is and if the player fails, hilarious flexing and potential explosions/collisions will be the result.
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Radar Altimeter Part Please
CaptRobau replied to SeattleKCD's topic in KSP1 Suggestions & Development Discussion
That is my favorite implementation. -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
CaptRobau replied to medsouz's topic in KSP1 Mod Development
A changelog in the OP would be great, to see what's changed with each update. -
What Are Some Interesting Planet Concepts from Sci-fi?
CaptRobau replied to CaptRobau's topic in Science & Spaceflight
That's a really cool site. I just love that basic, Geocities look, on sites that are relatively recently updated. Shows that they care more about the info, instead of just making something look nice. -
can Squad add comets to KSP?
CaptRobau replied to Korkin's topic in KSP1 Suggestions & Development Discussion
The highly eccentric orbit would mean they'd be much more challenging to rendezvous with, as Rosetta has proven by being the first orbiter/lander for a comet even though its been more than half a century since spaceflight began. -
After playing with Trajectories, I can only concur. With trajectories I manage to land in places I want for the first time and with I also consciously used reentry mechanics to skip out of the atmosphere and further along for the first time. Without atmospheric trajectories that would not have been possible. Really enhances the game.
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KOSMOS 3/14/2015 RD-170 Family Released!
CaptRobau replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Isn't TGA unstable in 0.25? I seem to remember everyone switching back to .mbm for this update. -
A higher timewarp would fix that and be useful for Eeloo missions and such.
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
CaptRobau replied to medsouz's topic in KSP1 Mod Development
Stock solar panels only lose the majority of their effiency beyond Eeloo's orbit. Maybe that's it and you just never noticed that before. -
If you've seen Interstellar, you'll know it has some interesting (and as far as I know original) concepts for planets, such as the ocean planet with a half a meter deep water and huge waves, and the planet with the frozen clouds . I was wondering what some other fascinating concepts for planets are from sci-fi.
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Getting all science points without going beyond Minmus is simply a result of the lack of biomes. Since they just have three bodies with biomes, either they nerf all experiments and make it work for Kerbin's SOI correctly but make it not worth going to biomeless bodies or they do it the other way around (as it is now) and make Kerbin overpowered, but biomeless planets won't be as useless. With biomes coming for 0.90, they can balance it out once and for all and make getting all techs require some planets for you to visit.
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Technical is misspelled.
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[0.25] Fuel it all (v1.02 6th Dec 2014)
CaptRobau replied to Clockwork_werewolf's topic in KSP1 Mod Releases
If there's no plugin of his (aka he just uses MM or something), there's no need to share the source code as there is none.