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nmdanny

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Everything posted by nmdanny

  1. What kind of gameplay would be added by such a feature? For example, you launch a rocket but it explodes, you go to the VAB and design a new one. But you can't launch it, you gotta stare at the screen blankly for X minutes until you can. (Or design other vehicles in VAB/SPA, or control a craft already in orbit if you have any) Absolutely no point in such addon unless you're extremely hardcore and willing to put such (realistic) restrictions which have no contribution to gameplay. On the other hand, a system for career where launches cost resources, and those resources might take time to recharge/re-obtain, might be more appropriate, as long as you can still timewarp until you get the required amount of resources.(Perhaps there could be different kinds of resources and a limit of max resources), but an arbitrary time limit is no good.
  2. Horrible idea. This only works in those ****ty mobile pay to win apps where you have a limited amount of energy which slowly recharges and can be instantly filled with those buyable coins/etc.
  3. Similar for me: And the only mods I have are B9, KAS, Firespitter parts, Kethane, Interplanetary travel, and a couple of small things.
  4. Well yes, except that you'd skip the process of unlocking stock parts, and go straight to end-game parts.
  5. I think science should be available in sandbox, mods could probably utilize it. E.G warp drives, resources, etc..
  6. Procedural generation of planets and solar systems, but in order to reach new systems and planets we would need: -Colonies, planetary or space based launchpads -Resource gathering, processing and research, to be used in the creation of crafts outside of Kerin, and sustaining life on the colonies. -FTL, to be used to fly across solar systems but not inside them, would require exotic and rare resources -Researching planets using scientific equipment Moving parts such as in DR, doors/gates.. A part creator that would allow you to create custom engines/tanks/panels/structures/mechanisms/etc of various shapes with different properties, as well as painting, adding decals and text. For example you could easily circular or triangular solar panels which can fit perfectly into your craft, unique shapes for rovers, space station, custom truss parts, compact electronics and scientific equipment, small and accurate mechanisms/servos.
  7. This mod is EXTREMELY useful, it's one of the most practical filtering mods available. It should be implemented to KSP by default
  8. I have some questions regarding how the mod works: 1. What is the purpose of setting the control surface's axis? I can understand assigning them to brake or flaps, but I have every control surface for pitch, yaw and roll and it doesn't seem to have negative effects on my craft. 2. Is there a guide for the advanced portions of this mod, such as what values to use in the flight assistance system, or what do the graphs and terms in the analysis panel mean. (A short guide on checking if my craft is stable and flyworthy?)
  9. For some reason the MechJeb interfaces are glitched for me, there's no overlay/background for the menus and the font is small and black, very hard to read. I tried re-installing MJ and removing the MJ plugins folder but it didn't help.
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