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CaptRobau

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Everything posted by CaptRobau

  1. That would be pretty cool, even if the basic stock blocks were kept quite simple.
  2. I'd say so. Although there needs to be an overall change to electricty consumption. Even with resource mining, that still means that electricity is not an issue 99% of the time. It should be an issue far more often.
  3. That's realism for realism's sake and would make the game too hard for a lot of people. It's probably not an issue with dozens of mod engines and things like MechJeb to control certain things, but normal gameplay is far more casual than that.
  4. It's not the config that's masking it, as I see no difference between the older Beale KT-designed cfgs and the modern KerbinSide cfgs (which makes sense because they're designed to work for both).
  5. Understandable. For me it was just about getting the info out there as quickly as possible, but for future reference it needs to be more organized. Thanks for all the trouble.
  6. That's awesome. While the mechanized version would put KSP into another league of realism, I'm also happy with magnetic gendered docking nodes.
  7. HyperEdit is an easy way to get where you want to go for dev purposes. The landing pad on the Mun works fine, but Duna, Eve and Laythe don't. So maybe it's an atmosphere issue. It'd be weird because Kerbin has that as well, but it's the only thing that links the three pads that explode parts.
  8. I've made some new launch pads on other planets, but they keep blowing up part of my craft when I try to launch from them. Anyone know a solution to this?
  9. One science lab weighs as much as 17 Materials Bays or 23 Goo Containers, so it's very possible to get a large majority of Mun's Materials/Goo science with a single mission that hops to all the biomes on the planet instead of your mobile lab strategy. Mobile labs work, but aren't perfectly implemented.
  10. I made a thread about modding 0.25 features, primarily strategies. Maybe something to put in the list? http://forum.kerbalspaceprogram.com/threads/95874-Unofficial-0-25-modding-info
  11. These tanks look real good. Better than Ven's revamp work if you ask me.
  12. I've become a big fan of your mod medsouz (currently working on a mod that uses it), but I just could not look at those (no offense) ugly icons. So I made replacements: If you like them, just let me know and I'll send you a Dropbox link with the source files for use with the mods. Don't even have to credit me if you want to, you're getting them without a single string attached.
  13. Orbital Shipyards are not worth it when materials need to be lifted up from Earth, but since we're not asteroid mining in real-life yet it makes sense that we've not yet gotten orbital shipyards in real-life either. Once rockets become cheaper to create from non-Earth resources, then you'll start seeing shipyards. On hard mode every penny counts, so there it'd be a very valid strategy to construct the large manned interplanetary vehicles to Jool and beyond.
  14. More important I think is a way to be able to angle the engine beforehand, as the launch vehicle needs to be stable on launch. Otherwise it'd be a control hell.
  15. Does this mod also fix the low temperatures around the solar system, aka very cool temperatures close to the Sun? I want to lose parts as I get closer to that ball of death!
  16. The issue with those contract-related solutions is that it only adds something to career. While science payout is also career-specific, at least you get science readouts in sandbox these days. I think space stations need to have more game-wide gameplay implications. Contracts work to an extent, but they're also just an extension of roleplaying, so one should't go too far.
  17. Most space stations in KSP at the moment, especially stock ones, are built more for roleplaying reasons than true gameplay benefits. While in real-life space stations have always been found to be of great use, in the game they just do not have enough going for them to be considered as fleshed out as normal spacecraft. Below are some roles I envision space stations could have and possible ways to implement those roles. First and foremost this thread is starting point for a broad discussion on making space stations come to life in KSP. Fuel Depot While refueling in orbit can be useful in certain situations, if the fuel has to be launched from Kerbin it’s often going to make more sense to have a tanker vehicle deliver the fuel, than the entire vehicle rendezvousing with the fuel depot. This changes however if the fuel can be ‘flown’ in from somewhere other than Kerbin. The Delta-V required to get to orbit from Kerbin is so high that flying from orbit to and from the Mun, Minmus or asteroids is more efficient fuel-wise. If it is cheaper to launch with a minimum of fuel, transfer to a fuel depot and fuel up with mined fuel, then an orbital fuel depot suddenly becomes a viable option. With the announcement of resource mining in the future, possibly from asteroids, this type of station seems to be only a matter of time. Research Station For science purposes, space stations are currently often a waste of time. Stations can do no more science than a simple suborbital hop or a barebones probe can do. There needs to be a reason for a large manned station to be in a stable orbit, to make research stations work. The lab could become truly useful station part with the introduction of biomes to all planets/moons in 0.90. Coupling 0.90s Kerbal Experience introducing a science skill that will boost science output with the few biome-specific orbital experiments would create a reason to put a station into orbit. While both uses sort of work, it might be necessary to add more functionality to make research stations as awesome as they are in real-life. Science-over-time might be the answer. Not in the sense that there’s a small trickle of science that’s endlessly produced, as that can be exploited with time warp, but rather like SCANSATs mapping implementation. That mod bases the science payout on the percentage of a planet’s surface you’ve mapped. If you want to get all of the science, then you need to think about altitude, inclination and other orbital mechanics that require skill. Once in that stable orbit is achieved you can, if you want, timewarp until the planet is mapped. The science can then be collected. Combining this implementation of science-over-time with the science bonus of a station full of scientist Kerbals would make research stations viable. Orbital Shipyard In a few select situations it might prove useful to assemble a large spacecraft at a dedicated construction station, but in most cases orbital assembly is more efficient without them. To make orbital shipyards really useful, one needs to be able to build things in space. This would require the resource mining that will be coming to KSP in the future. Even if the things that you could build in an orbital mini-VAB were limited in size, it’d still be an interesting addition to the game. In the vacuum of space, even a small stage can get you a long way. Being able to build anywhere (after going through the challenge of getting the shipyard there) would really open up the game and allow people to explore the game’s worlds in greater depth. Orbital Factory Shipyards need building materials, so an orbital factory would be needed. This would take minerals mined from asteroids, planets or moons and convert them into generic rocket parts that would be used to build spacecraft at shipyards. A good place for an orbital factory would be as close as possible to the mined resources as in every situations products will be more lighter than the minerals/ore it came from (as you get rid of a lot of excess stuff while creating the product). So what do you think about these ideas and what are your ideas for the future of space stations in KSP?
  18. In case you didn't read the thread title: 'What's roughly the Delta-V requirement to get from LKO to an average asteroid and back?' Thanks in advance.
  19. Tried out the EVaEjection fix. Now instead of occasionally launching my Kerbals from the ladder, it now nearly always slowly drifts them away from it which is maybe even worse. Did I install it wrong?
  20. Is it possible to add modules to a static objects. I'd like to generator module for fuel, so that I can KAS refuel my spaceplanes.
  21. You're back...and in style. The normal map is really good on this.
  22. The current tech tree is very frustrating in that you can't see where each node leads to beyond the next one. As such you can't make any meaningful choices where to spend your limited science points (especially a problem on hard mode where science is very scarce) because you can't say with certainty where nodes will lead to. Having to guess it or look it up on internet is not a very elegant solution. Making it visible can also give people a goal to work towards.
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