ravener
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Everything posted by ravener
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i get what he is saying... if i want 14 tanks to drop but they REALLY want to go in my top stage even though they feed my first stage, i could select the first stage when i put them on the rocket and they would automatically go in that stage instead of going to where "makes sense" for the game. it isnt a large problem, but i get it.
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Detachable, flexable power cords/fuel hoses
ravener replied to SirJoab's topic in KSP1 Suggestions & Development Discussion
how about making it a chain? just have segments that can dangle about. this can be hidden by having "joints" everywere so it looks like it is supposed to be like that. -
we make hydrogen bombs on earth, if we could get the same reaction, just with the atmosphere as the fusable material the chain reaction would probbably reach further than any closed bomb could... if we just could get the reaction started... tsar bomb anyone? we arent talking about sustained fusion guys, we are talking about a bright flash and a yellow jupiter (until it cools down). disclaimer: i am in no way a nuclear scientist, just say'n.
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Micro-assembly in space.
ravener replied to spectrhz's topic in KSP1 Suggestions & Development Discussion
Or we could get a fullblown orbital build mode where you build like in the vab but only with available parts. -
not just where the dampening mode feels it should. flying in ksp has become more like flying without asas was before than it has become a "smoother" asas. to keep a decent course i need to do ajustments ALL the time, even after it enters the "locked" mode. it would really be nice if we could get some more accurate sas going, not just smooth sas. ... i'ts also weak, but thats not the point of this post
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sorry if this has been suggested. can we get to choose the rotation of our solar panels? i often incorporat solar panels into the look of my ships and dont want them turning. i know they only catch the light on one side, i just want the option to turn off the tracking and make them return to their original positions.
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Store History of Kerbals
ravener replied to Deejay2000's topic in KSP1 Suggestions & Development Discussion
i couldent ressist -
Store History of Kerbals
ravener replied to Deejay2000's topic in KSP1 Suggestions & Development Discussion
i think i read somewere that this is planned, at least to some extent. dont quote me on that... -
Kerbal inventories
ravener replied to MadBender's topic in KSP1 Suggestions & Development Discussion
*pack mule -
ps: this is a suggestion that would be far down the line in priority, implement it after resources, most of career mode and all those important things pps: yes i am too lazy to edit my op.
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make the eva suit parts ( kerbal, arms, legs, helmet or just kerbal, body and helmet ) separate pieces so they can be exchanged or supplemented with modders models and so we are set up for custom suits in the future.
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Built-in recording software
ravener replied to tmccreight651's topic in KSP1 Suggestions & Development Discussion
many people dont have the nessecary programs to record propperly. an ingame recording feature would be welcome, even to me that aleredy uses fraps. -
Almost unrelated question time! What is the highest point on the mun within a degree or two from equator? I have tried wrapping a network of satelites snugly around the mun, the only problem is i dont know the highest point around equator. The effect of this has been a few spectacular flybys of mountains that i should have been at least a hundred meters above.
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Keep attachment points and part groups
ravener replied to Vorg's topic in KSP1 Suggestions & Development Discussion
Eeeeh, part trees something something... It would require a lot more work than it seems. Still, i guess it could generate the tree again from the new attachment point. -
Gas turbine generator
ravener replied to hotcrazyfruit's topic in KSP1 Suggestions & Development Discussion
If it could run on both intake air/ liquid fuel and liquid fuel/ oxidizer it would have a lot more uses. -
Would "official" modders be a good idea?
ravener replied to ravener's topic in KSP1 Suggestions & Development Discussion
Just as a thought experiment... Would it be helpeful if a decompiler of whatchamacallit was available to modders on request? Even if the code you got to see would be outdated next patch, could you get helpeful info from it? I am just wondering how much help a peek into the depths of ksp would give... Majiir? Are you there? -
Would "official" modders be a good idea?
ravener replied to ravener's topic in KSP1 Suggestions & Development Discussion
That is exactly why people has to go thrugh all the aplications and ****, so they can be responsible especially in case of nock offs. Ksp aleready has torrents up, any knock off would be motivated by being able to be sold as a separate thing, suuuuuuuuuuuing. -
Would "official" modders be a good idea?
ravener replied to ravener's topic in KSP1 Suggestions & Development Discussion
This is why i marked this as a discussion, i knew someone would say something like this. In many ways i agree, however distributing source code to everyone is dangerous and it will be exploited. The reason for all the legal stuff and aplications is so you know they wont run away with your code. I am not sayin however That it should be hard to aply, as banning leakers would be ( semi ) easy with code markers of some automagic kind. If you risk not getting the latest bugfixes and updates to the code in adition to some suing action or at least forum ban or something i think you could keep stuff under squad. The suing is really not for leakers btw, itbis for other studios stealing code. Edit: "official" is not really descriptive here as the only thing squad does is checking if you steal their code... The checking of the stuff by squad themselves would probbably rarely happen too as you could have it make a separate install of ksp with the altered / modded files if it is so different from ksp that you couldent play with the changes installed. Sorry for a lack of dividing here, ipad... -
This may or may not ( i am too lazy to check) be on the do not suggest list. However it is something i really agree with as mods have done this perfectly, why cant squad give us it? If they asked ncely i think they could get the code for free too, no extra work...
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Would "official" modders be a good idea?
ravener replied to ravener's topic in KSP1 Suggestions & Development Discussion
I guess ill respect the kethane guy, you are probbably the better modder of us two... -
Would "official" modders be a good idea?
ravener replied to ravener's topic in KSP1 Suggestions & Development Discussion
As a non modder i wouldent know what would be needed to make stuff, i guess you could exclude the boring bits and resend e important stuff every update... Mailing lists have existed for a while. Still, i have no clue what i am talking about but i can imagine a lot of stuff being made if there is no consequence when it comes to utter destruction of the main game. Edit: actually, do that stuff you said... Wait scratch that majiir is here. -
Would "official" modders be a good idea?
ravener replied to ravener's topic in KSP1 Suggestions & Development Discussion
God i need to clear up some things and i am wayyy to lazy to edit a lot. The way i imagine it working is that you fill out an aplication form and some info prooving that you are in fact a true person, for then you being sent a copy with the source code inprinted in the code a few places and in some of the textures with secret techmagic the info needed to id the owner of the code in case of a leak... -
Would "official" modders be a good idea?
ravener replied to ravener's topic in KSP1 Suggestions & Development Discussion
To clarify, i cant mod for ****... I am just thinking that those who can may see this as a thing that could be helpful. Also, mods that work without any work through sourcecode would continue to be distributed normally.