Jump to content

CaptRobau

Members
  • Posts

    2,125
  • Joined

  • Last visited

Everything posted by CaptRobau

  1. To give the Cupola more of a use, I suggest having it give a little bit extra science when doing Crew Reports compared to other pods. The rationale behind this is that its large windows make it easier for the Kerbals to make their observations than in the other pods, whose small windows limit the science that can be done. Would give people a reason, other than role-playing, to add a Cupola Module to your space station.
  2. I'm very much looking forward to it. Science is no longer a click-fest due to the changes to Science and the introduction of the Science Lab. SSTOs or shuttles are finally intuitive enough to be fun due to the RAPIER and thrust tweaking.
  3. Kethane's license is very restricting, which is why you don't see much stuff being based on Kethane. The Kethane mod is always necessary, meaning you can't remove the Kethane resource. The assets are also off-limits, so no parts based on Kethane models or even cfg edits of original Kethane parts. It's Majir's right to license it this way, but it is limiting what can be done with the solid framework for resource extraction that has Kethane has created.
  4. Your negativity probably has to do with the childish audience that Pewdiepie is often associated with. I don't think you have to worry about that. The objectionable part of his audience probably won't take to a reasonably complex game like KSP. They're happy enough with their CoD and Minecraft griefing. I doubt we'll see a tsunami of screaming idiots descend on KSP.
  5. Career. You can't balance a sandbox mode that has all parts available, when the same parts are also used for career.
  6. Enabling the precision controls in docking mode using CAPSLOCK makes RCS already thrust variably in each direction, to compensate thrusters that are offset to the CoM.
  7. Why wouldn't it be possible. I just checked the latest version and there's nothing in the Mercury, Big Gemini (jrandom don't see any decoupler in there) and Gemini pod file that can be staged. No engines, no decouplers, no parachutes, etc. Removing stagingIcon = COMMAND_POD would remove the staging icon and affect nothing as far as I can see. What am I missing?
  8. At the moment, you can only do crew reports once when you're in a low orbit. Once as in the experiment is considered the same wherever you are in low orbit. EVA reports on the other hand are biome specific. Reporting from an EVA over Kerbin's Grasslands gives a different result from doing it over Kerbin's Mountains. The latter makes sense. If you observe the desert on EVA, you would tell Ground Control different things then if you were over the ocean. That this is not true for Crew Reports is a bit weird. In your pod you would be able to do the same diverse observations as you would on EVA. Alternatively, if also adding biome specific Crew Reports would upset the science balance, I'd argue to switch Crew Reports to biome specific and EVA reports to once. The Crew reports would then be about observation of the celestial body, while the EVA report would be more about the experience of EVAing in that particular area of space. EVAs are generally more technical, dealing with stuff like construction or reparing, than scientific.
  9. Frizzank, could you remove the staging icons from the Gemini and Mercury pods? Squad put that in by mistake in 0.22 because at first experiments were also handled through staging. But they don't, so the staging icon is useless. Just clutters up the staging list.
  10. That's better handled by changing the SAS icon. It currently changes to an orange icon if the SAS is applying torque, but it could have another icon for when the SAS is not doing it but the player is. The staging list should just be about stuff that has to do with staging.
  11. I wonder how they're planning to do single fuel nuclear rockets with the way they implemented it now.
  12. EnhancedNavball and the Navball docking alignment indicator
  13. I looked at the PDF that's based on (wonderful read btw) and it looks to be that the UA1204 boosters were part of the launcher that did some of the early missions. There were to be sub-orbital missions (using a Titan I or Titan II) and increasingly capable orbital missions. The UA1204s were part of the launcher for the early orbital missions (as it was less complex). Once they got the hang of it, they'd upgrade the launcher with UA1205s to provide higher orbits/larger payloads.
  14. I always just have debris set to 0. Don't like the clutter and I like building more than I do missions.
  15. I've only seen the Titan IIIC mentioned as the launcher for the orbital version of the Dynasoar, which is two UA1205 boosters, a dual LR-87 for the first stage, a LR-91 for the second stage and a Transtage as the third stage. Only reference to UA1204 boosters is that they could be used for the Saturn II.
  16. Always thought the first one was a 5 segment Titan SRB. Never counted that it was actually 6. The UA1205 (aka 5 segments) was the one used for Titan 3C, D and E. The 6 segment booster was only used for the Titan 34D. A 7 segment booster was used for Titan 3M (MOL launcher) and the Titan 4.
  17. New planets being announced is very unlikely, since around the time of 0.20 the devs said that new celestial bodies wouldn't be announced as a Kerbal Knowledge Base would be implemented (with all the orbital data, etc.) and you had to discover celestial bodies with telescopes (can't find a source, but a quick search of Kerbal Knowledge Base and planet gets enough references to it). This Kerbal Knowledge Base has been implemented partially, except for the planet discovery part. Once that is expanded upon, I expect you'll be getting new celestial bodies to find and explore.
  18. That white Gemini looks weird, but in a good way. Great news about doing MOL next. We need somewhere to dock our Big Geminis too.
  19. Great stuff. Could we get a white version of the landing legs. Looks better when placed on the white adapters and the Gemini lunar engine.
  20. It really speaks to the awesome nature of the KSP dev team that the community cares so much about the individual members of the 'Squad'. If one is to take one thing away from this thread, it's this. I probably know/interacted with more Squad devs than I do with all the other companies. There you never get past the big ones, like Gabe Newell or Cliffy B. Here everyone, from the lead dev to volunteer mods are loved... and missed.
  21. Great work Sirkut. The mesh looks spot on.
  22. Do you plan to make the MOL laboratory parts work àla the new Science Lab Module that we're getting with 0.23? It'll allow science experiments (like surface samples or Mystery Goo canisters) to be analyzed without physically returning it to Kerbin (also a new change). Seems like an excellent fit for MOL.
  23. Thanks for the explanation. Never knew that's why it was called that. Always thought the Centaur was something we'd get in the future. Makes sense though. A separate Centaur Transtage engine would still be nice though
  24. Why would it be complex to split it off? The top of the engine doesn't have to look pretty, as it'll always be attached to one fuel tank or another. I'd think it'd be nice if the engine could be put on other fuel tanks, which is why I'm asking.
×
×
  • Create New...