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comham

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Everything posted by comham

  1. Yeah, actually that's a brilliant idea. A "disabled access ramp" deployable type thing, to my knowledge nobody has amde one of those. Right now, we have to use panel pieces which might break off on landing, making the whole thing inacessible.
  2. New landing legs? The stock ones are nice, B9's ones are nice but huge... medium sized ones maybe, or just a Lack-themed regular sized set.
  3. There really ought to be a "hatch blocked" warning message in the VAB.
  4. That's one of those odd tensions in sci-fi, isn't it, whether to use orchestral music or electronica. Old fashioned or super-modern. I'd say KSP fits better with orchestral music due to the match between slow, noble, majestic movements in the game and in the music. Electronica is more suited to action games or shooters, like Half Life 2.
  5. I guess this was always an unworkable concept. Oh well.
  6. Glad to see a pillow storage pallet. Absolutely essential for any self-respecting space program.
  7. I dunno, it kinda looks like the muns normal map too. I guess it's just a proof of concept to see if normals maps for planet surfaces from orbits work at all.
  8. Even the higher res textures are placeholders. Such is alpha testing.
  9. Well, usually only minor things get broken. In this case it's relying on another mod that broke things. When KSP has stock robotics, this will be less of an issue.
  10. They generally only add parts to the stock game when there's a mechanic which uses them.
  11. This is a lighting issue about as important as the dark side/light side issue, which has been fixed. The IVA view doesn't have proper lighting as far as I can tell, apart from glare in the windows. So when the sun is behind your craft, it'll reflect off the navball despite there being no windows behind you to let in any glare.
  12. If you're doing fictional craft, try not to go for an airfix approach (a bunch of parts to be put together in a specific way). Go for the lego approach (a bunch of parts to be assembled in many different ways, ie bac9)
  13. Well, kerbals appear to be about 5% teeth by mass
  14. The wiki list is not officially maintained by squad, it's just a fan list and only half of it is referenced. But, yeah, I think the main lesson for SQUAD or anyone else looking at this to take away is, once you've got to a certain stage in the project, start tightly defining the goals for 1.0 and make that public; if you've got a vague "everyone knows" set of ideas about 1.0 floating about it can be very harmful.
  15. It's quite aggravating, these notes really need a slightly higher resolution to be readable. It wouldn't kill the framerate, would it?
  16. You call 15 minutes "condensed"?
  17. You should post your work on polycount if you haven't already. It's seriously impressive.
  18. I don't usually suggest ideas, but maybe the expansions could expand on currently black boxed game mechanics, like engine design. Or an in-situ VAB-style interface for designing buildings with proper, pressurised interiors.
  19. There are plenty of mods that add larger fuselages, KW rocketry is particularly good. Unfortunately, the game is not well designed for large diameter parts at the moment, as you can see when you try to fly a simple mainsail and a rockomax 64 without struts. I would be disappointed if this wasn't fixed by the time the game went gold.
  20. Forums aren't designed for sharing/organising files, the spaceport is, at least on paper. I don't ever use .craft files, the whole point of KSP to me is designing my own ships with everything that entails, but if I did I'd want a proper website for them. Forums suck.
  21. I think this is one of those planned features that will probably be dropped, as it can't really be done within the current framework of KSP. Every kerbal is the same as all the others, and the only input is unfiltered player skill. There are no dicerolls and no kerbal stats apart from their emotions, which have no practical effects. Kerbals can't do much right now either. Unless it was a simple "kerbals cost a million dollars each" kerbal shop to make the unmanned/manned choice a bit more clear, but then the final game might not have money either.
  22. Obviously, things work better without mod donations. Part of the reasons mods are so great is that they're done purely for love (and to put on the members CV's). Donations would ruin that.
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